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	<updated>2026-08-20T16:03:52Z</updated>
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	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Player_Model/Personality_Ratings/Player_Morale&amp;diff=1785</id>
		<title>OOTP Baseball:Important Game Concepts/The Player Model/Personality Ratings/Player Morale</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Player_Model/Personality_Ratings/Player_Morale&amp;diff=1785"/>
		<updated>2024-11-07T17:51:40Z</updated>

		<summary type="html">&lt;p&gt;Kkfootball: /* How is Morale Determined? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}OOTP has a &#039;&#039;&#039;player morale&#039;&#039;&#039; model, in which players can have varying levels of happiness. Overall player morale can be seen on any pages in the Player Profile. More detail about morale can be seen by clicking on the &#039;&#039;&#039;Show Morale&#039;&#039;&#039; link in the Health Status box in the lower left of those pages. Player morale values include Angry, Very Unhappy, Unhappy, Normal, Good, Very Good, and Great.&lt;br /&gt;
&lt;br /&gt;
===== What does Morale Affect? =====&lt;br /&gt;
Morale can affect a number of things in the game, including:&lt;br /&gt;
&lt;br /&gt;
* Player performance&lt;br /&gt;
* Likelihood of the player asking for or accepting a contract extension&lt;br /&gt;
* Likelihood of the player re-signing with your team in free agency&lt;br /&gt;
* Likelihood of the player requesting or demanding a trade&lt;br /&gt;
* Likelihood that the player will demand a change in his role on the team&lt;br /&gt;
&lt;br /&gt;
===== How is Morale Determined? =====&lt;br /&gt;
The overall player morale rating is a composite of four different factors.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rating&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Team Performance&lt;br /&gt;
|How well the player thinks the team is doing. This rating isn&#039;t strictly by record. For example, your team might be over .500 overall, but in the middle of a 10-game losing streak that causes player morale to drop. This rating is also influenced by a player&#039;s desire to play for a winning team.&lt;br /&gt;
|-&lt;br /&gt;
|Team Transactions&lt;br /&gt;
|How the player feels about the transactions the team has made, most notably signings, released players, and trades. Signing high profile players can boost morale, as can making a good trade. Treating players poorly, such as cutting them in the middle of a contract, can hurt morale. Player popularity also has a big effect here. Things aren&#039;t always black and white, though. If you sign a high-profile second baseman, the other second basemen on your team might not be too happy about their own future prospects. Team Transaction morale is also affected by transactions affecting the current player. For example, if you promote or demote a player, sign or release a player, or change a player&#039;s trade status or shop them, this affects their Team Transactions morale.&lt;br /&gt;
|-&lt;br /&gt;
|Player Performance&lt;br /&gt;
|How the player feels about his own performance. Players who are performing well are happier than players who are not.&lt;br /&gt;
|-&lt;br /&gt;
|Role on Team&lt;br /&gt;
|How the player feels about his role on the team. In OOTP, each player has an &#039;expected role&#039; on the team. Some pitchers might expect to be starters, others members of the bullpen. Position players might expect a spot in the middle of the lineup, and so forth. This expected role is displayed in the Morale Details section of the Player Profile page. The Role on Team morale factor is based on this expected role. Players whose expected roles are not being met are likely to be unhappy.&lt;br /&gt;
|}&lt;br /&gt;
The overall morale rating of each player is the combined result of these four areas. Different players have different personalities, and different levels of sensitivity as well. So, just as in real life, there are no hard and fast rules about how certain players will react. You might find out that you&#039;ve signed a prima donna, or that your star player is a steady, unflappable team player.&lt;br /&gt;
&lt;br /&gt;
Players with low morale will struggle with development, especially in the Development Lab.&lt;br /&gt;
&lt;br /&gt;
===== Disabling the Player Morale Model =====&lt;br /&gt;
The player morale model can be disabled entirely during game creation in the Player Options section of the Game Options page, or after game creation by navigating to &#039;&#039;&#039;Game &amp;gt;&amp;gt; Game Settings &amp;gt;&amp;gt; Players &amp;amp; Team tab&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Kkfootball</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Trading_Model/Making_Trades&amp;diff=1778</id>
		<title>OOTP Baseball:Important Game Concepts/The Trading Model/Making Trades</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Trading_Model/Making_Trades&amp;diff=1778"/>
		<updated>2024-11-07T15:57:00Z</updated>

		<summary type="html">&lt;p&gt;Kkfootball: /* Force Trades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}Once you have a good deal configured in the Initiate Trade page, it&#039;s time to make it happen. To submit a trade offer, you have a few options.&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Thought Required&amp;quot; Trades =====&lt;br /&gt;
In most proposed trades, the opposing GM will want a few days to think about your proposal. In these cases, you can submit your trade proposal for his consideration using the &#039;&#039;&#039;Submit Offer&#039;&#039;&#039; button in the bottom right. Then, wait a few days for a response to your offer.&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Instant Agreement&amp;quot; Trades =====&lt;br /&gt;
In some cases, the deal is a &amp;quot;no-brainer,&amp;quot; and the other GM is willing to complete the trade right then and there. If that&#039;s the case, the &#039;&#039;&#039;Complete Trade&#039;&#039;&#039; button will be activated, and you can click that button to finalize the trade immediately.&lt;br /&gt;
&lt;br /&gt;
===== &amp;quot;Make This Work Now&amp;quot; Trades =====&lt;br /&gt;
Another way to make a trade happen is to use the &#039;&#039;&#039;Make this Work Now&#039;&#039;&#039; button, located in the Trade Summary pane.&lt;br /&gt;
&lt;br /&gt;
The Make this Work Now button essentially asks the computer, &#039;What would it take to make this trade work?&#039; The computer responds by providing a list of players that would make this deal work. You can easily add one of these players by clicking the &#039;&#039;&#039;Add&#039;&#039;&#039; button. Using this option enables you to circumvent the normal negotiation process and complete a deal immediately. However, be careful! If you do this with a player included for the other team, you&#039;re telling the AI that you&#039;re very anxious to get the player, and he may ask for a lot in return!&lt;br /&gt;
&lt;br /&gt;
===== Force Trades =====&lt;br /&gt;
If you are playing as a commissioner, you have the ability to take over any team in the league and force a trade without approval from either GM. This action is often taken in online leagues. To force a trade, all that you need to do is build a trade on the Initiate Trade screen, and then click the &#039;&#039;&#039;Force Trade&#039;&#039;&#039; button.&lt;br /&gt;
&lt;br /&gt;
===== Waiver Trades =====&lt;br /&gt;
If you try to execute a trade after the trading deadline, all players involved in the trade are automatically placed on waivers. These waivers are &amp;quot;revocable,&amp;quot; and if a player is claimed by ANY team while on waivers for a post-deadline trade, the claim will automatically be nullified, and the trade will be canceled. So, there is never a risk of losing a player in OOTP if they are on trade waivers - the team placing the player on waivers will not even have the option to allow a waiver claim to go through. This is a somewhat simplified version of real life post-trade deadline waivers, so if you&#039;re a stickler for details, be sure you understand this rule!&lt;br /&gt;
&lt;br /&gt;
===== After Making a Trade Offer =====&lt;br /&gt;
Once you&#039;ve submitted your trade, depending on which option you chose above, you either enter the trade negotiation process, or your trade is completed instantly.&lt;/div&gt;</summary>
		<author><name>Kkfootball</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball_talk:Important_Game_Concepts/The_Financial_/_Contract_Model/The_Team_Financial_Model&amp;diff=1777</id>
		<title>OOTP Baseball talk:Important Game Concepts/The Financial / Contract Model/The Team Financial Model</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball_talk:Important_Game_Concepts/The_Financial_/_Contract_Model/The_Team_Financial_Model&amp;diff=1777"/>
		<updated>2024-11-07T15:43:46Z</updated>

		<summary type="html">&lt;p&gt;Kkfootball: Created page with &amp;quot;Would it make sense to add Player Development Expenses to the list of expenses?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Would it make sense to add Player Development Expenses to the list of expenses?&lt;/div&gt;</summary>
		<author><name>Kkfootball</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Financial_/_Contract_Model/The_Team_Financial_Model&amp;diff=1776</id>
		<title>OOTP Baseball:Important Game Concepts/The Financial / Contract Model/The Team Financial Model</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Financial_/_Contract_Model/The_Team_Financial_Model&amp;diff=1776"/>
		<updated>2024-11-07T15:39:26Z</updated>

		<summary type="html">&lt;p&gt;Kkfootball: /* Influencing Your Team&amp;#039;s Finances */ Edited for plural agreement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}You can covet that 5-star starter all you want, but if you&#039;ve burned through your budget already, you&#039;re going to have to covet from afar. A general manager needs to be savvy with the team&#039;s wallet as well as with his eye for talent. OOTP&#039;s financial model has some flexible options, and it&#039;s important to understand how they work if you want to be effective. This section of the online manual will give a little more insight into how the team financial model works in OOTP. &#039;&#039;Note: Be aware that in some cases, the financial and contract models of OOTP do not precisely match their real-world counterparts!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a lot of information on this page, so we have broken it into the following distinct sections:&lt;br /&gt;
&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Financial / Contract Model/The Team Financial Model#Enabling or Disabling the Financial Model|Enabling/Disabling the Financial Model]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Financial / Contract Model/The Team Financial Model#Financial Model Overview|Financial Model Overview]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Financial / Contract Model/The Team Financial Model#Influencing Your Team&#039;s Finances|Influencing Finances]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Financial / Contract Model/The Team Financial Model#How Much can the GM Spend?|Spending Limits]]&lt;br /&gt;
&lt;br /&gt;
===== Enabling or Disabling the Financial Model =====&lt;br /&gt;
First off, if you just want to play baseball and could care less about financials, you can actually disable the entire financial model at any time on a league-by-league basis. This can be done during game creation in the Financial Rules section of the Rules page. After game creation, this can be done by navigating to &#039;&#039;&#039;OOTP Menu &amp;gt;&amp;gt; Game Setup &amp;gt;&amp;gt; League Setup &amp;gt;&amp;gt; Rules tab &amp;gt;&amp;gt; Financial Rules section&#039;&#039;&#039;. Note, however, that after game creation the financial system can only be turned on/off during the preseason.&lt;br /&gt;
&lt;br /&gt;
===== Financial Model Overview =====&lt;br /&gt;
OOTP&#039;s fiscal year runs from the day after the playoffs end through the last day of the playoffs in the following season. A team in OOTP derives revenue from seven sources:&lt;br /&gt;
&lt;br /&gt;
* Gate revenue, derived from regular season ticket sales&lt;br /&gt;
* Media revenue&lt;br /&gt;
* Merchandising revenue&lt;br /&gt;
* Playoff revenue, derived from playoff ticket sales (only if applicable)&lt;br /&gt;
* Revenue sharing (only if applicable)&lt;br /&gt;
* Owner infusion of cash (only if applicable)&lt;br /&gt;
* Cash received from trades (only if applicable)&lt;br /&gt;
Teams spend money in just five ways:&lt;br /&gt;
* Player expenses (salaries)&lt;br /&gt;
* Staff expenses (salaries)&lt;br /&gt;
* Cash given in trades (only if applicable)&lt;br /&gt;
* Scouting (only if applicable)&lt;br /&gt;
* Revenue sharing (only if applicable) &lt;br /&gt;
A team&#039;s profit or loss at the end of a season is easily calculated as the &#039;&#039;&#039;sum of revenue items minus the sum of expense items&#039;&#039;&#039;. The best place to view this information is on the Finances sub-screen of the Front Office area.&lt;br /&gt;
&lt;br /&gt;
===== Influencing Your Team&#039;s Finances =====&lt;br /&gt;
General managers have &#039;&#039;some&#039;&#039; influence on team finances. Let&#039;s run down the list of revenue and expense items, and discuss how they can be modified, and how GMs can influence them:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Revenue Item&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Influences&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Gate revenue&lt;br /&gt;
|Ticket price * attendance = gate revenue. A team receives 80% of home gate revenue and 20% of away gate revenue. GMs can set the ticket price, but gate revenue is driven by team market size, fan loyalty, and fan interest. These can be seen on top left of the Finances sub-screen of the Front Office area. The best way to influence these factors is by having popular players and &#039;&#039;winning&#039;&#039;!&lt;br /&gt;
|-&lt;br /&gt;
|Media revenue&lt;br /&gt;
|Media revenue is partially driven by team market size, fan loyalty, and fan interest. However, the biggest influences on media revenue are the &#039;&#039;&#039;Average Media Contract&#039;&#039;&#039; and &#039;&#039;&#039;Media Contract Fixed?&#039;&#039;&#039; settings. These can be set during game creation in the Financial Rules section of the Rules page. After game creation, this can be done by navigating to &#039;&#039;&#039;OOTP Menu &amp;gt;&amp;gt; Game Setup &amp;gt;&amp;gt; League Setup &amp;gt;&amp;gt; Rules tab &amp;gt;&amp;gt; Financial Rules section&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|Playoff revenue&lt;br /&gt;
|Like Gate Revenue, playoff revenue is ticket price* attendance. A team receives 80% of home gate revenue and 20% of away gate revenue. Of course, you get playoff revenue by making the playoffs!&lt;br /&gt;
|-&lt;br /&gt;
|Revenue sharing&lt;br /&gt;
|Revenue sharing income primarily comes about when your team has low revenue. There&#039;s not much the GM can do about revenue sharing income in a league with this rule in effect. Revenue sharing is also configured on the Financial Rules section of the Rules page.&lt;br /&gt;
|-&lt;br /&gt;
|Owner infusion of cash&lt;br /&gt;
|Owners may periodically elect to inject cash into the baseball operation. GMs cannot influence owner infusion of cash.&lt;br /&gt;
|-&lt;br /&gt;
|Cash received from trades&lt;br /&gt;
|This revenue item only comes into play if the GM receives cash in a trade.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Expense Item&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Influences&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Player salaries&lt;br /&gt;
|GMs have sole responsibility for this expense. They can influence this expense by cutting salary, making smart trades, or locking up players early with long-term extensions at lower rates.&lt;br /&gt;
|-&lt;br /&gt;
|Staff salaries&lt;br /&gt;
|GMs have sole responsibility for this expense. They can influence this expense by cutting salary or sacrificing skill in exchange for lower salaries.&lt;br /&gt;
|-&lt;br /&gt;
|Cash given in trades&lt;br /&gt;
|This expense item only comes into play if the GM offers cash in a trade.&lt;br /&gt;
|-&lt;br /&gt;
|Scouting&lt;br /&gt;
|This expense item is created through the Scouting Budget.&lt;br /&gt;
|-&lt;br /&gt;
|Revenue sharing&lt;br /&gt;
|Revenue sharing expense primarily comes about when your team has high revenue. There&#039;s not much the GM can do about revenue sharing expense in a league with this rule in effect. Revenue sharing is also configured on the Financial Rules section of the Rules page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== How Much can the GM Spend? =====&lt;br /&gt;
The financial model itself is fairly simple. You can choose the more realistic model of having your owner set a budget to which you must adhere, or you can choose to have your entire revenue stream available. These can be set during game creation in the Financial Rules section of the Rules page.&lt;br /&gt;
If the team owner controls the budget, then each season you are given a specific budget to work with. In this scenario, the budget is decided arbitrarily by your owner. Different owners might create different-sized budgets. This amount is shown under the Current Budget field on the Budget Information section of the Finances page.&lt;br /&gt;
If you choose not to have an owner control the budget, then you can spend up to your team&#039;s entire revenue. This amount is shown under the Current Budget field on the Budget Information section of the Finances page. However, you still report to the owner, and can be fired for financial irresponsibility, unless you are the commissioner or you have the &amp;quot;cannot be fired&amp;quot; box checked in Manager Options.&lt;br /&gt;
&lt;br /&gt;
===== Draft Budget =====&lt;br /&gt;
The draft budget operates independently from the rest of the finances and is &amp;quot;use it or lose it&amp;quot;. However, if you exceed your draft budget it will impact on your finances to the extent of that excess.&lt;/div&gt;</summary>
		<author><name>Kkfootball</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Financial_/_Contract_Model/The_Team_Financial_Model&amp;diff=1775</id>
		<title>OOTP Baseball:Important Game Concepts/The Financial / Contract Model/The Team Financial Model</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Financial_/_Contract_Model/The_Team_Financial_Model&amp;diff=1775"/>
		<updated>2024-11-07T15:36:31Z</updated>

		<summary type="html">&lt;p&gt;Kkfootball: /* Financial Model Overview */  Edited formatting issues&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}You can covet that 5-star starter all you want, but if you&#039;ve burned through your budget already, you&#039;re going to have to covet from afar. A general manager needs to be savvy with the team&#039;s wallet as well as with his eye for talent. OOTP&#039;s financial model has some flexible options, and it&#039;s important to understand how they work if you want to be effective. This section of the online manual will give a little more insight into how the team financial model works in OOTP. &#039;&#039;Note: Be aware that in some cases, the financial and contract models of OOTP do not precisely match their real-world counterparts!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a lot of information on this page, so we have broken it into the following distinct sections:&lt;br /&gt;
&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Financial / Contract Model/The Team Financial Model#Enabling or Disabling the Financial Model|Enabling/Disabling the Financial Model]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Financial / Contract Model/The Team Financial Model#Financial Model Overview|Financial Model Overview]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Financial / Contract Model/The Team Financial Model#Influencing Your Team&#039;s Finances|Influencing Finances]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Financial / Contract Model/The Team Financial Model#How Much can the GM Spend?|Spending Limits]]&lt;br /&gt;
&lt;br /&gt;
===== Enabling or Disabling the Financial Model =====&lt;br /&gt;
First off, if you just want to play baseball and could care less about financials, you can actually disable the entire financial model at any time on a league-by-league basis. This can be done during game creation in the Financial Rules section of the Rules page. After game creation, this can be done by navigating to &#039;&#039;&#039;OOTP Menu &amp;gt;&amp;gt; Game Setup &amp;gt;&amp;gt; League Setup &amp;gt;&amp;gt; Rules tab &amp;gt;&amp;gt; Financial Rules section&#039;&#039;&#039;. Note, however, that after game creation the financial system can only be turned on/off during the preseason.&lt;br /&gt;
&lt;br /&gt;
===== Financial Model Overview =====&lt;br /&gt;
OOTP&#039;s fiscal year runs from the day after the playoffs end through the last day of the playoffs in the following season. A team in OOTP derives revenue from seven sources:&lt;br /&gt;
&lt;br /&gt;
* Gate revenue, derived from regular season ticket sales&lt;br /&gt;
* Media revenue&lt;br /&gt;
* Merchandising revenue&lt;br /&gt;
* Playoff revenue, derived from playoff ticket sales (only if applicable)&lt;br /&gt;
* Revenue sharing (only if applicable)&lt;br /&gt;
* Owner infusion of cash (only if applicable)&lt;br /&gt;
* Cash received from trades (only if applicable)&lt;br /&gt;
Teams spend money in just five ways:&lt;br /&gt;
* Player expenses (salaries)&lt;br /&gt;
* Staff expenses (salaries)&lt;br /&gt;
* Cash given in trades (only if applicable)&lt;br /&gt;
* Scouting (only if applicable)&lt;br /&gt;
* Revenue sharing (only if applicable) &lt;br /&gt;
A team&#039;s profit or loss at the end of a season is easily calculated as the &#039;&#039;&#039;sum of revenue items minus the sum of expense items&#039;&#039;&#039;. The best place to view this information is on the Finances sub-screen of the Front Office area.&lt;br /&gt;
&lt;br /&gt;
===== Influencing Your Team&#039;s Finances =====&lt;br /&gt;
General managers have &#039;&#039;some&#039;&#039; influence on team finances. Let&#039;s run down the list of revenue and expense items, and discuss how they can be modified, and how GMs can influence them:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Revenue Item&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Influences&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Gate revenue&lt;br /&gt;
|Ticket price * attendance = gate revenue. A team receives 80% of home gate revenue and 20% of away gate revenue. GMs can set the ticket price, but gate revenue is driven by team market size, fan loyalty, and fan interest. These can be seen on top left of the Finances sub-screen of the Front Office area. The best way to influence these factors is by having popular players and &#039;&#039;winning&#039;&#039;!&lt;br /&gt;
|-&lt;br /&gt;
|Media revenue&lt;br /&gt;
|Media revenue is partially driven by team market size, fan loyalty, and fan interest. However, the biggest influence on media revenue are the &#039;&#039;&#039;Average Media Contract&#039;&#039;&#039; and &#039;&#039;&#039;Media Contract Fixed?&#039;&#039;&#039; settings. These can be set during game creation in the Financial Rules section of the Rules page. After game creation, this can be done by navigating to &#039;&#039;&#039;OOTP Menu &amp;gt;&amp;gt; Game Setup &amp;gt;&amp;gt; League Setup &amp;gt;&amp;gt; Rules tab &amp;gt;&amp;gt; Financial Rules section&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|Playoff revenue&lt;br /&gt;
|Like Gate Revenue, playoff revenue is ticket price* attendance. A team receives 80% of home gate revenue and 20% of away gate revenue. Of course, you get playoff revenue by making the playoffs!&lt;br /&gt;
|-&lt;br /&gt;
|Revenue sharing&lt;br /&gt;
|Revenue sharing income primarily comes about when your team has low revenue. There&#039;s not much the GM can do about revenue sharing income in a league with this rule in effect. Revenue sharing is also configured on the Financial Rules section of the Rules page.&lt;br /&gt;
|-&lt;br /&gt;
|Owner infusion of cash&lt;br /&gt;
|Owners may periodically elect to inject cash into the baseball operation. GMs cannot influence owner infusion of cash.&lt;br /&gt;
|-&lt;br /&gt;
|Cash received from trades&lt;br /&gt;
|This revenue item only comes into play if the GM receives cash in a trade.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Expense Item&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Influences&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Player salaries&lt;br /&gt;
|GMs have sole responsibility for this expense. They can influence this expense by cutting salary, making smart trades, or locking up players early with long-term extensions at lower rates.&lt;br /&gt;
|-&lt;br /&gt;
|Staff salaries&lt;br /&gt;
|GMs have sole responsibility for this expense. They can influence this expense by cutting salary or sacrificing skill in exchange for lower salaries.&lt;br /&gt;
|-&lt;br /&gt;
|Cash given in trades&lt;br /&gt;
|This expense item only comes into play if the GM offers cash in a trade.&lt;br /&gt;
|-&lt;br /&gt;
|Scouting&lt;br /&gt;
|This expense item is created through the Scouting Budget.&lt;br /&gt;
|-&lt;br /&gt;
|Revenue sharing&lt;br /&gt;
|Revenue sharing expense primarily comes about when your team has high revenue. There&#039;s not much the GM can do about revenue sharing expense in a league with this rule in effect. Revenue sharing is also configured on the Financial Rules section of the Rules page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== How Much can the GM Spend? =====&lt;br /&gt;
The financial model itself is fairly simple. You can choose the more realistic model of having your owner set a budget to which you must adhere, or you can choose to have your entire revenue stream available. These can be set during game creation in the Financial Rules section of the Rules page.&lt;br /&gt;
If the team owner controls the budget, then each season you are given a specific budget to work with. In this scenario, the budget is decided arbitrarily by your owner. Different owners might create different-sized budgets. This amount is shown under the Current Budget field on the Budget Information section of the Finances page.&lt;br /&gt;
If you choose not to have an owner control the budget, then you can spend up to your team&#039;s entire revenue. This amount is shown under the Current Budget field on the Budget Information section of the Finances page. However, you still report to the owner, and can be fired for financial irresponsibility, unless you are the commissioner or you have the &amp;quot;cannot be fired&amp;quot; box checked in Manager Options.&lt;br /&gt;
&lt;br /&gt;
===== Draft Budget =====&lt;br /&gt;
The draft budget operates independently from the rest of the finances and is &amp;quot;use it or lose it&amp;quot;. However, if you exceed your draft budget it will impact on your finances to the extent of that excess.&lt;/div&gt;</summary>
		<author><name>Kkfootball</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/Player_Drafts/Rule_5_Drafts&amp;diff=1774</id>
		<title>OOTP Baseball:Important Game Concepts/Player Drafts/Rule 5 Drafts</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/Player_Drafts/Rule_5_Drafts&amp;diff=1774"/>
		<updated>2024-11-07T15:22:01Z</updated>

		<summary type="html">&lt;p&gt;Kkfootball: Added spaces between words&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}The &#039;&#039;&#039;Rule 5 Draft&#039;&#039;&#039; is a yearly draft, typically held in December, wherein major league teams can select certain players who are not protected by their teams. The draft was originally intended to prevent teams with better financial situations from hoarding young players. In OOTP, you can choose whether or not you wish the Rule 5 draft to be in effect.&lt;br /&gt;
&lt;br /&gt;
This screen consists of the following sections:&lt;br /&gt;
&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/Player Drafts/Rule 5 Drafts#Configuring Rule 5 Drafts|Configuring Rule 5 Drafts]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/Player Drafts/Rule 5 Drafts#Rule 5 Draft Overview|Rule 5 Draft Overview]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/Player Drafts/Rule 5 Drafts#Rule 5 Draft Roster Rules|Rule 5 Draft Roster Rules]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/Player Drafts/Rule 5 Drafts#Rule 5 Draft Eligibility|Rule 5 Draft Eligibility]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/Player Drafts/Rule 5 Drafts#Running the Rule 5 Draft|Running the Rule 5 Draft]]&lt;br /&gt;
&#039;&#039;Note: The above links will not work within the in-game help. However, they all simply link to sections lower in this page, so if you are reading this in-game, just scroll down to find the appropriate section!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Configuring Rule 5 Drafts =====&lt;br /&gt;
At the time of a league&#039;s creation, you have an opportunity to enable or disable the Rule 5 draft in the Rules page. After a game has already started, you can change these settings by navigating to: &#039;&#039;&#039;OOTP Menu &amp;gt;&amp;gt; Game Setup &amp;gt;&amp;gt; League Setup &amp;gt;&amp;gt; Rules tab&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Rule 5 drafts can only be enabled in leagues that have affiliated minor leagues! If you don&#039;t see this option, you might not have any minor leagues associated with the currently selected league.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Rule 5 Draft Overview =====&lt;br /&gt;
The Rule 5 Draft is a league event that will be noted on your calendar. Once the draft pool is announced, eligible players will be visible on the Draft Pool page. The Draft Poos screen is available either in the League Menu or in the Transactions area. There will also be a link on the Manager Home page. Over the next 30 days, you can scout players and develop your strategy for the draft.&lt;br /&gt;
The Rule 5 draft was designed to prevent teams from stockpiling young players in their minors, when other teams would be willing to let them play in the major leagues. The draft typically takes place after the end of the season. There are a number of rules about which players are eligible for the Rule 5 draft described below. OOTP&#039;s implementation of the Rule 5 draft does not match the real-world version of the draft in every way. Here are the ways in which the OOTP Rule 5 differs from the real world:&lt;br /&gt;
&lt;br /&gt;
* In the real world, teams pay a fee for selecting a player. This fee does not exist in OOTP.&lt;br /&gt;
* In the real world, a minor league phase of the Rule 5 exits. It does not exist in OOTP.&lt;br /&gt;
* In the real world, there are rules under which players selected in the Rule 5 draft are offered back to their original teams. In OOTP, Rule 5 draft picks are never offered back to their original franchise. You simply have to obey the roster rules defined below.&lt;br /&gt;
&lt;br /&gt;
===== Rule 5 Draft Roster Rules =====&lt;br /&gt;
There are a number of roster rules relating to Rule 5 drafts:&lt;br /&gt;
&lt;br /&gt;
* A team that wants to select a player in the Rule 5 draft must have at least one spot open on its secondary roster.&lt;br /&gt;
* A player selected in the Rule 5 draft must remain on the selecting team&#039;s active roster or disabled list for the entire season.&lt;br /&gt;
* A player who was drafted in the Rule 5 draft can be waived. If he is claimed, then the player must remain on the claiming team&#039;s active roster for the remainder of the season.&lt;br /&gt;
* A player selected in the Rule 5 draft can be traded. The team that receives the player must keep the player on its active roster for the remainder of the season.&lt;br /&gt;
* A player selected in the Rule 5 draft must spend 90 days on the active roster. This rule prevents teams from picking players and then dumping them on the disabled list for an entire season to avoid using an active roster spot. This rule can extend into the following season if necessary.&lt;br /&gt;
&lt;br /&gt;
===== Rule 5 Draft Eligibility =====&lt;br /&gt;
A player is eligible for the Rule 5 draft if he meets the conditions listed below. Follow the links to learn more about some of the terms used below:&lt;br /&gt;
&lt;br /&gt;
# The player has at least three but fewer than six years of professional service time, and the player was age 19 or older when he first signed a contract.&lt;br /&gt;
# The player is not on the team&#039;s secondary roster.&lt;br /&gt;
&#039;&#039;Note: Players who were age 18 or younger when they entered the league are eligible if they have at least four, but fewer than seven years of professional service time. In other words, young players get an extra year before they become eligible for the Rule 5 draft.&#039;&#039;&lt;br /&gt;
Another way of looking at this rule is this:&lt;br /&gt;
A player not on a team&#039;s secondary roster is eligible for the Rule 5 draft if the player was age 18 or younger when he first signed a contract and this is the fourth Rule 5 draft since he signed, OR if he was age 19 or older when he first signed a contract and this is the third Rule 5 draft since he signed.&lt;br /&gt;
&lt;br /&gt;
Players who are eligible for the Rule 5 draft are designated by a pound sign (#) on the Transactions page. You can also see a player&#039;s Rule 5 eligibility on the Contract and Status sub-screen.&lt;br /&gt;
&lt;br /&gt;
In addition to the players on the 40 man roster, the game automatically protects players on the MLB DL. Players on the minor league DL are not automatically protected. Accordingly, to prevent an abuse of this automatic protection by GMs in online leagues it is suggested that all uninjured players on the MLB DL whose time on the DL is up are assigned prior to the Rule 5 draft. For players on the minor league DL GMs will need to check their Rule 5 eligibility status on the player&#039;s contract &amp;amp; status page because they will not appear on the transaction screen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: Make sure to check that there are no custom filters set when you set your protection list. Custom filters sometimes carry over from other screens and could effect your rule 5 protection list.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Running the Rule 5 Draft =====&lt;br /&gt;
Once the date of the draft arrives, you will have to go to the Draft Order and Rules screen to complete the draft. You can safely navigate through the game and still come back to the draft screens through the Rule 5 Draft link in the League Menu, but you will not be able to advance the date in the game until you deal with the draft.&lt;br /&gt;
The Rule 5 draft progresses in reverse order of the team&#039;s final record in the previous season. The draft process is just like any other player draft in OOTP, with one notable difference: only a team with an available slot on its secondary roster can select a player. If a team does not have an available slot, its turn is skipped. The draft continues until all teams have either selected a player or had their turn skipped. Most Rule 5 drafts are relatively short affairs, with only a few teams selecting players.&lt;/div&gt;</summary>
		<author><name>Kkfootball</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball_talk:Screens_and_Menus/Player_Development_Lab&amp;diff=1772</id>
		<title>OOTP Baseball talk:Screens and Menus/Player Development Lab</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball_talk:Screens_and_Menus/Player_Development_Lab&amp;diff=1772"/>
		<updated>2024-11-07T14:58:12Z</updated>

		<summary type="html">&lt;p&gt;Kkfootball: Created page with &amp;quot;In the section for the &amp;quot;Improve Pitch Arsenal&amp;quot; program I think there is a contradiction between the given requirements that the program be shown. Towards the beginning it states that the &amp;quot;program will not be shown if all the pitchers pitches are 375 or over&amp;quot; and then towards the end it states &amp;quot;Once a pitch exceeds 375 current this program will be removed from your Development Lab Program List.&amp;quot; I suspect it ought to say &amp;quot;Once all pitches exceed 375...&amp;quot;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the section for the &amp;quot;Improve Pitch Arsenal&amp;quot; program I think there is a contradiction between the given requirements that the program be shown. Towards the beginning it states that the &amp;quot;program will not be shown if all the pitchers pitches are 375 or over&amp;quot; and then towards the end it states &amp;quot;Once a pitch exceeds 375 current this program will be removed from your Development Lab Program List.&amp;quot; I suspect it ought to say &amp;quot;Once all pitches exceed 375...&amp;quot;&lt;/div&gt;</summary>
		<author><name>Kkfootball</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/Player_Development_Lab&amp;diff=1771</id>
		<title>OOTP Baseball:Screens and Menus/Player Development Lab</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/Player_Development_Lab&amp;diff=1771"/>
		<updated>2024-11-07T14:51:53Z</updated>

		<summary type="html">&lt;p&gt;Kkfootball: Apparent typo referring to &amp;quot;BABIP&amp;quot; as &amp;quot;control&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}&lt;br /&gt;
The Development Lab is a new feature added to OOTP 25. It gives you extra controls over how your players will grow over time. You can assign specific programs to players during the off-season, in hopes of getting specific boosts in certain areas.&lt;br /&gt;
&lt;br /&gt;
Find out more information about the lab [https://forums.ootpdevelopments.com/showthread.php?t=353138 here], in the developer&#039;s guide to the program.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Player &#039;&#039;&#039;Development Lab&#039;&#039;&#039; (Also known as &#039;&#039;&#039;Practice Facility&#039;&#039;&#039; in Historic Games). This gives you more say in the development of your players, something that has never been seen before in OOTP. (Also check out [[OOTP Baseball:Screens and Menus/Player Profile/Player Profile/Development#Developmental Training Plan (Developmental Sliders)|Player Development Sliders]])&lt;br /&gt;
&lt;br /&gt;
[[File:Dev lab3.png|thumb|263x263px|Development Lab Specific Settings]]&lt;br /&gt;
Specific Development Lab settings can be found under &#039;&#039;&#039;Game &amp;gt; Game Settings &amp;gt; Players &amp;amp; Teams&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== The Development Lab settings: ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Disable player Development Lab&#039;&#039;&#039; - If you want to enable or disable the Development Lab in your game you just use this check box. Checked means it is disabled and unchecked means it is enabled.&lt;br /&gt;
* &#039;&#039;&#039;Development Lab Size&#039;&#039;&#039; - This drop down box will allow you to change the slots available for your to use. It ranges from 1 to 20 slots. The Default is 6 slots. Click click on the drop down box to see the options to choose from.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Lab Specific Rating Changes in Completion Email&#039;&#039;&#039; - This setting will enable or disable the rating changes in the Development lab email. An examples of the information sent in the emails:&lt;br /&gt;
[[File:Devlabemailoff.png|left|thumb|412x412px|Development Email when lab specifics email is disabled]][[File:Devlabemailon.png|center|thumb|393x393px|Development Email when lab specifics email is enabled.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;**NOTE**&#039;&#039;&#039; Depending on which rating scale you use will change the numbers you will see in the completion emails. If you use 1-100 the numbers will be larger than 5 scale. If you use 1-5, 2-8, 1-10, 1-20 the numbers seen in the completion email will be smaller than 5 scale.&lt;br /&gt;
&lt;br /&gt;
This facility is open during the offseason and preseason, and includes weight rooms, batting cages, bullpens, training equipment, and more. While this facility is open you can send players here, where they will follow a training program designed to improve a specific part of their game.&lt;br /&gt;
&lt;br /&gt;
Programs take different times to complete. You have Short programs: 4 to 5 weeks and long programs: 4 to 5 months. &#039;&#039;&#039;**NOTE**&#039;&#039;&#039; the length of your season will change these numbers. A shorter season will make the programs take longer (5 to 6 weeks or 5 to 6 months) and a longer season will makes these programs shorter. On a player you should be able to complete &amp;quot;3 short programs&amp;quot; or &amp;quot;1 long program and 1 short program&amp;quot; in an offseason.&lt;br /&gt;
&lt;br /&gt;
Programs have four possible outcomes, &#039;&#039;&#039;Poor, No Improvement, Successful, and Outstanding&#039;&#039;&#039;. With an Outstanding outcome for some programs you will get a better outcome and with others you will get a bonus rating improvement. &#039;&#039;&#039;**NOTE**&#039;&#039;&#039; Not all poor results will give a negative outcome but some will regress your ratings.&lt;br /&gt;
&lt;br /&gt;
There are also four progress &lt;br /&gt;
&lt;br /&gt;
Development programs a split between common programs, batter specific programs, and pitcher specific programs. Different programs have different difficulties to complete. They are as follows - Easy, Medium, Hard, and Very Hard&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Common Programs:&#039;&#039;&#039; ===&lt;br /&gt;
*&#039;&#039;&#039;Improve Defense&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Pitcher&#039;&#039;&#039; - This program is considered EASY - On Successful or Outstanding completion this program will improve: Hold, infield arm, infield range, infield error, and turn double play&lt;br /&gt;
**&#039;&#039;&#039;Catcher&#039;&#039;&#039; - This program is considered HARD - On Successful or Outstanding completion this program will improve: Catcher Arm, Blocking, and Framing ratings.&lt;br /&gt;
**&#039;&#039;&#039;1B&#039;&#039;&#039; - This programs is considered Easy - On Successful or Outstanding completion this program will improve: infield arm, infield range, infield error, and turn double play&lt;br /&gt;
**&#039;&#039;&#039;2B and 3B&#039;&#039;&#039; - These programs are considered MEDIUM - On Successful or Outstanding completion this program will improve: infield arm, infield range, infield error, and turn double play&lt;br /&gt;
**&#039;&#039;&#039;SS&#039;&#039;&#039; - This program is considered HARD - On Successful or Outstanding completion this program will improve: infield arm, infield range, infield error, and turn double play&lt;br /&gt;
**&#039;&#039;&#039;LF and RF&#039;&#039;&#039; - These programs are considered EASY - On Successful or Outstanding completion this program will improve: outfield arm, outfield range, outfield error&lt;br /&gt;
**&#039;&#039;&#039;CF&#039;&#039;&#039; - This program is considered HARD - On Successful or Outstanding completion this program will improve: outfield arm, outfield range, outfield error&lt;br /&gt;
**&#039;&#039;&#039;Bunting Drills&#039;&#039;&#039; - This program is considered EASY and can be learned by all players, including pitchers. This will help improve Sacrifice Bunt and Bunt for Hit.&lt;br /&gt;
**&#039;&#039;&#039;Strength and Conditioning&#039;&#039;&#039; - This program is considered HARD - This program can be used by anyone that has over 20 proneness in all of the single 4 proneness ratings: Overall Proneness, Back Proneness, Legs Proneness, and Arm Proneness. If any of these fall below 20 (These can be found in the player editor), this program will not show up in the list of programs to use. Now this program will not let you know in specifics what has improved. It will just say that your proneness improves from &amp;quot;old durability&amp;quot; like Normal to &amp;quot;New Durability level&amp;quot; like Normal bordering on durable. It will not give numbers. If you have a pitcher that gets an Outstanding result will have a chance at a velocity boost. A batter that gets an Outstanding outcome will have a chance at a small potential power rating boost.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pitcher Specific Programs:&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Secondary Pitch Improvement&#039;&#039;&#039; - This program is considered EASY  - On a successful program, this program will randomly pick from the pitchers current pitchers pitches and slightly improve one of them. This program has the possibility to improve the Changeup, Circle Change, Curveball, Cutter, Forkball, Knuckle Curve, Knuckleball, Screwball, Sinker, Slider, and Splitter. This program has no effect on the Fastball.&lt;br /&gt;
* &#039;&#039;&#039;Improve Control&#039;&#039;&#039; - This program is considered MEDIUM - A &#039;&#039;&#039;successful&#039;&#039;&#039; program will improve the pitchers current control. If a players control is maxed it will not give an improvement. On an &#039;&#039;&#039;Outstanding&#039;&#039;&#039; program it will improve the current control and also the potential control of the pitcher. A &#039;&#039;&#039;poor&#039;&#039;&#039; program could regress the pitchers control.&lt;br /&gt;
* &#039;&#039;&#039;Increase Pitch Movement&#039;&#039;&#039; - This program is considered MEDIUM - This program acts the same way as the &#039;&#039;&#039;Improve Control program&#039;&#039;&#039;. A &#039;&#039;&#039;successful&#039;&#039;&#039; program will improve the pitchers current movement. If the pitchers movement is maxed it will not give an improvement. A &#039;&#039;&#039;Outstanding&#039;&#039;&#039; program it will improve the current movement and also the potential movement of the pitcher.&lt;br /&gt;
* &#039;&#039;&#039;Improve Pitch Arsenal&#039;&#039;&#039; - This program is considered HARD - This program will not be shown if all the pitchers pitches are 375 or over in both current and potential in the editor. This program will pick any pitch under the above requirement and improve it including the fastball. Once a pitch exceeds 375 current this program will be removed from your Development Lab Program List.&lt;br /&gt;
* &#039;&#039;&#039;Increase Velocity&#039;&#039;&#039; - This program is considered HARD - As long as your Velocity is below 99-101 Mph, this program will show up on your Development Lab list. Once your Velo reaches 99-101 this program will be removed as a program you can use. The &#039;&#039;&#039;Strength and Conditioning&#039;&#039;&#039; Program can also give a Velo boost on a Outstanding program &lt;br /&gt;
* &#039;&#039;&#039;Endurance Training&#039;&#039;&#039; - This program is considered HARD - As long as your stamina is not maxed, this program will show up in your list to help improve your stamina.&lt;br /&gt;
* &#039;&#039;&#039;Add Pitch to Arsenal&#039;&#039;&#039; - This program is considered VERY HARD - On a successful program, this will add a random pitch not known to the pitcher already.&lt;br /&gt;
=== &#039;&#039;&#039;Batter Specific Programs:&#039;&#039;&#039; ===&lt;br /&gt;
* &#039;&#039;&#039;Baserunning Fundamentals&#039;&#039;&#039; - This program is considered VERY EASY - A successful or Outstanding Program will improve the players baserunning abilities.&lt;br /&gt;
* &#039;&#039;&#039;Base-stealing Technique&#039;&#039;&#039; - This program is considered VERY EASY - A successful or Outstanding Program will improve the players stealing aggressiveness and Stealing Ability.,&lt;br /&gt;
* &#039;&#039;&#039;Running Mechanics&#039;&#039;&#039; - This program is considered MEDIUM - A successful or Outstanding Program will improve the players speed. &lt;br /&gt;
* &#039;&#039;&#039;Plate Discipline&#039;&#039;&#039; - This program is considered MEDIUM - A &#039;&#039;&#039;successful&#039;&#039;&#039; program will improve the batters current Eye. If a batter&#039;s Eye is maxed it will not give an improvement. On an &#039;&#039;&#039;Outstanding&#039;&#039;&#039; program it will improve the current Eye and also the potential Eye of the batter. &lt;br /&gt;
* &#039;&#039;&#039;Gap Power&#039;&#039;&#039; - This program is considered MEDIUM - A &#039;&#039;&#039;successful&#039;&#039;&#039; program will improve the batters current Gap Power. If a batter&#039;s Gap Power is maxed it will not give an improvement. On an &#039;&#039;&#039;Outstanding&#039;&#039;&#039; program it will improve the current Gap Power and also the potential Gap Power of the batter.  &lt;br /&gt;
* &#039;&#039;&#039;Quality of Contact&#039;&#039;&#039; - This program is considered HARD - A &#039;&#039;&#039;successful&#039;&#039;&#039; program will improve the batters current BABIP. If a batter&#039;s BABIP is maxed it will not give an improvement. On an &#039;&#039;&#039;Outstanding&#039;&#039;&#039; program it will improve the current BABIP and also the potential BABIP of the batter.  &lt;br /&gt;
* &#039;&#039;&#039;Two-strike Approach&#039;&#039;&#039; - This program is considered HARD - A &#039;&#039;&#039;successful&#039;&#039;&#039; program will improve the batters current control. If a batter&#039;s Avoid K&#039;s is maxed it will not give an improvement. On an &#039;&#039;&#039;Outstanding&#039;&#039;&#039; program it will improve the current Avoid K&#039;s and also the potential Avoid K&#039;s of the batter. &lt;br /&gt;
* &#039;&#039;&#039;Generate Batspeed&#039;&#039;&#039; - This program is considered HARD - A &#039;&#039;&#039;successful&#039;&#039;&#039; program will improve the batters current control. If a batter&#039;s Power is maxed it will not give an improvement. On an &#039;&#039;&#039;Outstanding&#039;&#039;&#039; program it will improve the current Power and also the potential Power of the batter.&lt;br /&gt;
&#039;&#039;&#039;Tips and Tricks&#039;&#039;&#039; - having coaches with good Development traits, players with positive personalities and good morale could possibly give a slight bonus at  getting better outcomes.&lt;/div&gt;</summary>
		<author><name>Kkfootball</name></author>
	</entry>
</feed>