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Old 09-06-2020, 06:04 AM   #1
MarlinsFan2014
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International Amateur Free Agents

Just curious what settings you use for this in a modern league. With teams having multiple DSL teams, players are needed. I believe there are 2 options that could be explored.

1. Do you bump up the scouting discoveries from default (11) to more (22)?

2. Leave scouting discoveries at default (11) and increase the generate international free agents to either more (60) or a lot (120).

Looking for any advice or feedback. Thanks in advance.!!!
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Old 09-06-2020, 06:46 AM   #2
Mat
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I like to do option #1.
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Old 09-06-2020, 08:21 AM   #3
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Quote:
Originally Posted by MarlinsFan2014 View Post
Just curious what settings you use for this in a modern league. With teams having multiple DSL teams, players are needed. I believe there are 2 options that could be explored.

1. Do you bump up the scouting discoveries from default (11) to more (22)?

2. Leave scouting discoveries at default (11) and increase the generate international free agents to either more (60) or a lot (120).

Looking for any advice or feedback. Thanks in advance.!!!
In real life, there are about 400 or so IAFA signed during the year. Raising the generated IAFA to 120 and leaving the Scouting discoveries at default will get you there.
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Old 09-06-2020, 03:49 PM   #4
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In real life, there are about 400 or so IAFA signed during the year. Raising the generated IAFA to 120 and leaving the Scouting discoveries at default will get you there.
This makes a lot of sense, I appreciate your response. One final question...would bumping the generate IAFA up cause any drawbacks down the line? Meaning, is there a reason they only generate 30. Would it create too many good players (ie: International Free Agents, which I turned off because they are all dominating monsters) OR does the game just adjust? I do like the idea of having more IAFA to personally sign.
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Old 09-06-2020, 04:05 PM   #5
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Originally Posted by MarlinsFan2014 View Post
This makes a lot of sense, I appreciate your response. One final question...would bumping the generate IAFA up cause any drawbacks down the line? Meaning, is there a reason they only generate 30. Would it create too many good players (ie: International Free Agents, which I turned off because they are all dominating monsters) OR does the game just adjust? I do like the idea of having more IAFA to personally sign.

No, I haven’t had any of those problems with players being too good or having too many players. In fact, I play with ghost players on because those extra 100 or so players still aren’t enough to fill up those DSL teams


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Old 09-06-2020, 04:23 PM   #6
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This is all good advice, but I'd add a caveat: if you have a big universe with lots and lots of leagues, if you use feeders, generate extra draft rounds, and so on, you can end up with a real player bloat problem. Keep in mind there are like 14.000 players that come with the default leagues when you start a new game. and lots and lots of these international discoveries will just get kicked off your rookie team the next year a class comes along.

Also also, as you turn on the various kinds of international random players, keep an eye on matching the nationalities set to generate to leagues with foreigner limits. For example, you can generate all the random IFAs you want, but the Germans, Uzbekis, etc. that get spit out by default can never play in the DSL. If your feeder league is set to generate Americans and Canadians only, those guys can't fill the DSL either.

Kind of an esoteric comment but if you are building a big league (and especially if you don't have unlimited computing speed/storage space) keep it in mind
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Old 09-06-2020, 04:57 PM   #7
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Originally Posted by SirMichaelJordan View Post
No, I haven’t had any of those problems with players being too good or having too many players. In fact, I play with ghost players on because those extra 100 or so players still aren’t enough to fill up those DSL teams


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A hidden benefit of this would also be that you know you need to sign a few of the 120 players to try to meet roster requirements. That way you may not be inclined to spend $5 million on one player ever year, especially since there are so many more. I appreciate your advice on this!
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Old 09-06-2020, 04:58 PM   #8
MarlinsFan2014
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Originally Posted by BBGiovanni View Post
This is all good advice, but I'd add a caveat: if you have a big universe with lots and lots of leagues, if you use feeders, generate extra draft rounds, and so on, you can end up with a real player bloat problem. Keep in mind there are like 14.000 players that come with the default leagues when you start a new game. and lots and lots of these international discoveries will just get kicked off your rookie team the next year a class comes along.

Also also, as you turn on the various kinds of international random players, keep an eye on matching the nationalities set to generate to leagues with foreigner limits. For example, you can generate all the random IFAs you want, but the Germans, Uzbekis, etc. that get spit out by default can never play in the DSL. If your feeder league is set to generate Americans and Canadians only, those guys can't fill the DSL either.

Kind of an esoteric comment but if you are building a big league (and especially if you don't have unlimited computing speed/storage space) keep it in mind
I just have modern MLB and the U.S. Indy leagues. This is really solid advice though and I appreciate it. Your point of making sure that you have the right mix of players who are capable of playing in the DSL is really key in all of this.
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Old 07-02-2021, 07:28 PM   #9
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Quote:
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No, I haven’t had any of those problems with players being too good or having too many players. In fact, I play with ghost players on because those extra 100 or so players still aren’t enough to fill up those DSL teams


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why not bump both up then?
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