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OOTP 21 - Historical Simulations Discuss historical simulations and their results in this forum.

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Old 06-28-2020, 06:24 PM   #1
David Watts
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Question

How does historical expansion work when playing historical. Especially if you have real minors turned on? I

If I turn off expansion draft option will the expansion teams simply be populated with the actual players that started with the teams in real life, including those on their minor league teams?

If I do choose to have an expansion draft, do I get to set the number of players each team gets to pick or is it a set number of rounds. Been so long since I ran an expansion,

My main concern is for expansion teams to start with enough players that playing with normal or high injuries won't be a problem.
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Old 06-29-2020, 07:44 AM   #2
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I think you do get to set the number of rounds, the number of players each team can protect in the draft and the maximum number that can be drafted from each team. I don't think that the historical minors affects that stuff in any way. The minor league teams are historical but so long as you keep historical lineups and historical transactions off and you play as commissioner you should be able to still control all of that.

But if you turn the expansion draft off? I am not sure what happens. I will run a test later today with a league just to see and get back to you (busy with work right now in Italy but will get to it later today), and maybe you might want to create one or more test leagues just to see so as to not risk ruining your already functioning and operating league and replay.
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Old 06-29-2020, 08:48 PM   #3
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Pretty sure that if you have historical txns on, automatically expand league on, and the expansion draft off, the historical transactions file is going to take care of assigning the correct players to the expansion teams.
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Old 07-10-2020, 09:26 AM   #4
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here's another question and I'll just ask it here instead of starting another thread. Anyone ever ran a long running league that included Real Minors? I've always wanted to do so, but I've always been worried about how massive the game file will get when you reach the 1940's and 50's and there are like 40 or 50 leagues in play. I don't save boxscores or game recaps etc., but I still worry about the file getting so huge that it takes forever to get through a day.
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Old 07-10-2020, 02:19 PM   #5
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i tried it back in v 19 .... when the minors appears and disappear got to be too much work for me to keep track of ... almost needed a cheat sheet beside the game. maybe i was just too lazy to follow the reality of minors folding or changing locations all the time. But i kept losing prospects when i wasn't aware of a minor league team folding - So i eventually just turned off auto expansion while i ran the rest of that configuration, which really didn't last all that long. anyway .... when you hit the last 30's and 1940ish - there are LOTS of minor leagues for almost all the teams. The game does get somewhat bloated. As you, i keep no box scores and no messages after the season ends. The computer i had then was somewhat old and very slow, which may have been part of the problem as well. i did purge the data base a couple of times, but that messed with my retired numbers and hall of fame personnel links. purging is a good tool to cut down on some of the bloat, but it does have side affects.
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Old 07-10-2020, 03:38 PM   #6
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Originally Posted by mitchkenn View Post
i tried it back in v 19 .... when the minors appears and disappear got to be too much work for me to keep track of ... almost needed a cheat sheet beside the game. maybe i was just too lazy to follow the reality of minors folding or changing locations all the time. But i kept losing prospects when i wasn't aware of a minor league team folding - So i eventually just turned off auto expansion while i ran the rest of that configuration, which really didn't last all that long. anyway .... when you hit the last 30's and 1940ish - there are LOTS of minor leagues for almost all the teams. The game does get somewhat bloated. As you, i keep no box scores and no messages after the season ends. The computer i had then was somewhat old and very slow, which may have been part of the problem as well. i did purge the data base a couple of times, but that messed with my retired numbers and hall of fame personnel links. purging is a good tool to cut down on some of the bloat, but it does have side affects.
Sounds like I might be better off steering clear of the whole deal. My computer is ancient. It runs OOTP fine, but I'm not a 3D guy, so that helps. I also more often than not run leagues that are rather small to begin with. I may simply have to start a historical with injuries off and work my way towards being able to turn them on.
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Old 07-10-2020, 06:42 PM   #7
thehef
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In 21, I've only done it with test leagues, where I'm pretty much simming an entire seasons - sometimes pausing for the MLB playoffs. At any rate, once you get to the 40's and 50's where are more leagues than you can count - let alone the number of teams - it does take longer. With an older/slower machine, I'm not sure I'd recommend it... That said, once you have a bunch of seasons in your history, there's a lot of fascinating stuff to prowl through...
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Old 07-10-2020, 06:44 PM   #8
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I may simply have to start a historical with injuries off and work my way towards being able to turn them on.
Ya, start with injuries off but set fatigue to high or very high. That way you won't have every team with 8 guys that have 150 games and 600 at-bats.
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Old 07-11-2020, 07:24 PM   #9
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Ya, start with injuries off but set fatigue to high or very high. That way you won't have every team with 8 guys that have 150 games and 600 at-bats.
Trying something and hoping it works. I created 1916 using real minors. There aren't any minor leagues in OOTP 1916, but using the minors does start the league with a large number of free agents. I set a free agent draft and let it run. This gave teams enough players to allow for injuries set to normal. I then unchecked the box for import and maintain real minors.
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