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Old 03-16-2026, 10:36 AM   #1
DrSatan
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100 Year Sim Results

Over the weekend I kicked off a 100 year sim for baseline testing. I usually do a few every release and then create a template with the "tweeks". Here's a few screen shots. This is pretty much out of the box settings. I removed everything from league evolution except more/less offense/pitching. The mound was lowered 4 times during the sim, which probably explains some of the offensive records.
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Old 03-16-2026, 10:37 AM   #2
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Old 03-16-2026, 10:56 AM   #3
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How many seasons were played without coaches? Did that affect the results?
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Old 03-16-2026, 10:57 AM   #4
cheddah
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Quote:
The mound was lowered 4 times during the sim, which probably explains some of the offensive records.
If you do this exercise for the purpose of a sanity check of a new OOTP against history, you'd be wise to allow zero league evolution. If the mound was lowered 4 times, of course a 99 HR season makes sense.

If the test is just for fun though, different story.
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Old 03-16-2026, 11:16 AM   #5
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Originally Posted by cheddah View Post
If you do this exercise for the purpose of a sanity check of a new OOTP against history, you'd be wise to allow zero league evolution. If the mound was lowered 4 times, of course a 99 HR season makes sense.

If the test is just for fun though, different story.
yeah, it was just the first test of many, just to see what kind of results I would get. I'm removing the league evolution for the next test and adjusting pitcher stamina so I can get a few 300 W guys. That takes a few test runs to get K's right. If you increase stamina but don't lower K's, you end up with dudes with 500 K's in a season. I also don't care for dudes hitting .220, so I'll make some adjustments there.
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Old 03-16-2026, 11:37 AM   #6
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Originally Posted by malor View Post
How many seasons were played without coaches? Did that affect the results?
Every single team was missing coaches, but they're all minor leagues, so I simmed ahead to mid season to see if they filled the gaps and they did not. At the major league level there were no missing coaches, only minors. I simmed to the off season to see if a team would try to sign a coach, fail, and not try again. They're not even trying to sign minor league coaches. They're not 100% missing though, so the teams are periodically signing coaches, just not while I was observing.

Finances are a train wreck too. After 100 seasons the large majority of teams are billions in the negative. This was an issue in 26 as well. Owners allow a budget significantly higher than the teams projected income, so they're under budget but still lose millions per season. I thought that's why teams weren't signing coaches but there's budget room. They're just not making offers.

Last edited by DrSatan; 03-16-2026 at 11:38 AM.
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Old 03-16-2026, 11:52 AM   #7
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Obviously not the point of the sim but did you take a look at development/ aging numbers at the end? Like guys in their late 30s vs age of the top youngsters etc. 26 seemed off to me in a lot of ways.
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Old 03-16-2026, 11:54 AM   #8
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Originally Posted by DrSatan View Post
Every single team was missing coaches, but they're all minor leagues, so I simmed ahead to mid season to see if they filled the gaps and they did not. At the major league level there were no missing coaches, only minors. I simmed to the off season to see if a team would try to sign a coach, fail, and not try again. They're not even trying to sign minor league coaches. They're not 100% missing though, so the teams are periodically signing coaches, just not while I was observing.

Finances are a train wreck too. After 100 seasons the large majority of teams are billions in the negative. This was an issue in 26 as well. Owners allow a budget significantly higher than the teams projected income, so they're under budget but still lose millions per season. I thought that's why teams weren't signing coaches but there's budget room. They're just not making offers.
Finances are horrible was my observation after just 4 seasons. Teams throwing away money signing/releasing players. I check each team after year 4 in the last season I ran and 28/30 teams were negative cash and looked to be getting worse.

Hopefully there has been enough feedback for OOTP Devs to find and fix the issues.

Minus the few UI issues, the game does look good. I'm really looking forward to invest real time managing a team, but not now.
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Old 03-16-2026, 12:06 PM   #9
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Originally Posted by victims_sanction View Post
Obviously not the point of the sim but did you take a look at development/ aging numbers at the end? Like guys in their late 30s vs age of the top youngsters etc. 26 seemed off to me in a lot of ways.
I left aging/dev speeds at default, and the results seem good. I didn't do a deep dive, but had several guys play into their late 30's, early 40's. I saw a lot of nice peeks and steady drop offs, which I like. In past versions the drop off was so steep and frequent that I basically played moneyball no matter which team I was using.
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Old 03-17-2026, 08:06 PM   #10
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Really cool.
did you notice if teams moved to different cities? Thanks
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Old 03-17-2026, 08:37 PM   #11
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Really cool.
did you notice if teams moved to different cities? Thanks
I had that turned off.
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Old 03-18-2026, 07:11 AM   #12
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I had that turned off.

Thanks for the response.
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Old 03-18-2026, 10:15 AM   #13
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I haven't had a chance to test this yet myself but, out of curiosity, how does your OPS leaderboard look? In previous versions I believe right handed hitters were overrepresented in fictional leagues as compared to real-life MLB. In many of the tests I did in OOTP26, the top 10-20 in career OPS would be completely dominated by right handed hitters.

I pulled this from Fangraphs:

Top 100 MLB players in career wOBA born between 1930 and 1985, min 7,500 pa
Right handed hitters = 52
Left handed hitters = 38
Switch hitters = 10

I used that criteria because I wanted to exclude the early-days players and wanted to include retired (or nearly done) players.
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Old 03-18-2026, 06:16 PM   #14
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I don't see why historical reruns should require tweaking.
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Old 03-18-2026, 07:57 PM   #15
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WOW impressed with some of the stats ... i love it when records are broken as they are meant to be ,... never seen a 200 RBI guy gotten as high as 195 and never seen 99 HRs gotten as high as 78 from a rookie playing for colorado and he hit over 900 HRs too. Did get one pitcher get 500 wins ... Yep i boosted his ratings as i wanted to see which ratings would help boost to be that good
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Old 03-19-2026, 06:28 PM   #16
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Quote:
Originally Posted by Murcer View Post
I haven't had a chance to test this yet myself but, out of curiosity, how does your OPS leaderboard look? In previous versions I believe right handed hitters were overrepresented in fictional leagues as compared to real-life MLB. In many of the tests I did in OOTP26, the top 10-20 in career OPS would be completely dominated by right handed hitters.

I pulled this from Fangraphs:

Top 100 MLB players in career wOBA born between 1930 and 1985, min 7,500 pa
Right handed hitters = 52
Left handed hitters = 38
Switch hitters = 10

I used that criteria because I wanted to exclude the early-days players and wanted to include retired (or nearly done) players.
To add to this, how many players each season do you see with a "bad" OPS? I ran a few seasons and had between 15-20 players each year with more than 450 PAs and a sub .650 OPS. IRL MLB usually sees about half of that. This was a problem in 26 and appears to be an issue in this version as well.
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Old 03-23-2026, 03:32 AM   #17
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Even though the mound being lowered four times definitely would skew the HR numbers, it is still pretty cool to see some familiar names on the leaderboard. I think this shows that this game is still the most accurate baseball simulation on the market.
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Old 03-23-2026, 05:45 AM   #18
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What were your injury settings at? I find it interesting that you actually had a player get to 4000 hits. Even more interesting if it was set to a higher injury setting.
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Old 03-23-2026, 11:24 AM   #19
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Interesting to see the mix of players.
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