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Old 05-06-2026, 11:47 AM   #41
kq76
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Quote:
Originally Posted by luckymann View Post
Pre-calc is best explained by Matt in his long post, above...
I don't know about that. I think we might be able to do better. As someone who doesn't often do historical leagues, his explanation doesn't really help me.

I started an OOTP glossary of sorts a while back and this is what I put for auto-calc and recalc:

Quote:
auto-calc vs re-calc = they're not synonymous; auto-calc has to do with LTMs, re-calc has to do with historical league accuracy
(I later define LTMs.)

I don't have anything for pre-calc, but I'd like to. And I'd like to maybe improve the others. Right now all I'm thinking for pre-calc is it has to do with both, maybe, except it's a before setting that only the game comes up with?

Personally, I find as short as possible definitions often the best. If you were going to define each in as few words as possible, how might you describe them?
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Old 05-06-2026, 12:46 PM   #42
locuspc
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Originally Posted by Todd R View Post
The ability of the league to evolve exists due to the development feature. If it could be counted on too develop plausible aggregate league talent turning auto-calc off and using pre-calc modifiers would produce the effect you want. And it would be more natural since the player talent would evolve on a path rather than vary randomly year to year.
Players develop, age, retire, and are replaced by new players. The path is always the same in aggregate. Even if the initial roster set is different from what new players develop into, which is a concern in itself, eventually you flush the original players out and reach a steady state. Development alone doesn't achieve the goal.
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Old 05-06-2026, 06:20 PM   #43
luckymann
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Originally Posted by Dargaaz68 View Post
Thanks for that, I appreciate it.

Is it advisable to also run auto calc on all of the minor league Teams?
I'll say this, as just my opinion on the matter, not gospel.

You need to take some action with minor-league stats if you want them to have meaning. The defaults provided by the game are poor.

So, the three different methods I have used are as follows:
  • Pick a year from the dropdown menu (or enter your own set of totals), lock them and set to auto-calc (or manually do it yourself each OD)
  • Do the above but don't auto-calc
  • Use the in-game engine

Most of the time, I do a hybrid of the first two, as described in an earlier post. Use autocalc early, keep tabs, and when stat output is around where I want, just let it be with the occasional autocalc once every five to 10 years to recalibrate.

I have used the third option only occasionally. Impossible to quantify the results, but suffice to say nothing disastrous has occurred for me.

I tend to want more control of the AAA level in an historical save as it is where I stash my key prospects. AA to a lesser extent. The others, I couldn't care less about. If I am not using historical minors and just one AAA level, then I will ALWAYS set my own LTMs and track it closely.

In an ahistorical / "fictional" save, I usually have just the one minors level and will track it a medium amount just to ensure some validity in what I am seeing in the context of the top level.

Hope that helps.

G
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Old 05-06-2026, 06:26 PM   #44
Dargaaz68
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Quote:
Originally Posted by luckymann View Post
I'll say this, as just my opinion on the matter, not gospel.

You need to take some action with minor-league stats if you want them to have meaning. The defaults provided by the game are poor.

So, the three different methods I have used are as follows:
  • Pick a year from the dropdown menu (or enter your own set of totals), lock them and set to auto-calc (or manually do it yourself each OD)
  • Do the above but don't auto-calc
  • Use the in-game engine

Most of the time, I do a hybrid of the first two, as described in an earlier post. Use autocalc early, keep tabs, and when stat output is around where I want, just let it be with the occasional autocalc once every five to 10 years to recalibrate.

I have used the third option only occasionally. Impossible to quantify the results, but suffice to say nothing disastrous has occurred for me.

I tend to want more control of the AAA level in an historical save as it is where I stash my key prospects. AA to a lesser extent. The others, I couldn't care less about. If I am not using historical minors and just one AAA level, then I will ALWAYS set my own LTMs and track it closely.

In an ahistorical / "fictional" save, I usually have just the one minors level and will track it a medium amount just to ensure some validity in what I am seeing in the context of the top level.

Hope that helps.

G
That makes it very clear, thank you. My thought pattern is most closely tied to what you are saying and with the breakdown of what the auto-calc is intended to do thru out this thread it has helped me grasp what I'm realistically should be looking for and expect. I truly enjoy both aspects of what the game can offer from just playing, and then simming to get my "manager" on.
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Old 05-08-2026, 09:28 AM   #45
Todd R
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Quote:
Originally Posted by locuspc View Post
Players develop, age, retire, and are replaced by new players. The path is always the same in aggregate. Even if the initial roster set is different from what new players develop into, which is a concern in itself, eventually you flush the original players out and reach a steady state. Development alone doesn't achieve the goal.

I don't understand your post. It starts off saying in aggregate the talent is always the same but ends with saying development can't do it.
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Old 05-08-2026, 07:14 PM   #46
Joelman111
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Originally Posted by OutS|der View Post
Adjusting league totals has always been a nightmare. Not to mention Auo-Cal modifiers change every time you run them. Then add league wide strategy settings and it's just a mess.

I'd much rather have the ability to set player totals instead of league. Being able to set the totals for league leaders and the variance between them and the bottom leaders would give me the results I want.

Your request did not fall on deaf ears- I would also really appreciate adding this as an option. I mainly care about where my league leaders end up and I would like to have more granular control over that aspect. You can get the mean where you want with league totals & modifiers, but I’ve found it very difficult to adjust the variance. For example, the initial player set in a fictional league always has a large degree of variance with more superstars and fewer average players. This leads to league leaders with higher BA, higher HRs, lower ERA, etc. but after those initial players are gone, development fails to replace these players with adequate variance and players tend to bunch up in the middle, leading to few players hitting over .300, ERAs under 3, etc.

I’ve been searching for a while for how to remedy this, but have yet to find a solution. I haven’t yet tested with this year’s engine, but I also haven’t seen anything to indicate this has been addressed. Anyone have tips for getting more variance in talent and better league leaders?
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