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	<id>https://wiki.ootpdevelopments.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Matt</id>
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	<updated>2026-05-10T19:14:59Z</updated>
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	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Creating_Games/Custom_Games_-_Advanced_Mode/League_Settings/Stats_and_AI&amp;diff=2358</id>
		<title>OOTP Baseball:Creating Games/Custom Games - Advanced Mode/League Settings/Stats and AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Creating_Games/Custom_Games_-_Advanced_Mode/League_Settings/Stats_and_AI&amp;diff=2358"/>
		<updated>2026-05-05T14:05:04Z</updated>

		<summary type="html">&lt;p&gt;Matt: link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;See also [[OOTP_Baseball:Screens_and_Menus/League_Menu/League_Settings/Stats_and_AI]] for more details about some of the stats and AI options.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{DISPLAYTITLE:{{SUBPAGENAME}}}}The &#039;&#039;&#039;Stats and AI&#039;&#039;&#039; screen is accessed from the Create New Game screen during game creation.&lt;br /&gt;
&lt;br /&gt;
The Stats and AI screen includes some options that allow you finely tune OOTP&#039;s strategy and statistical engines. In general, the settings on this screen are pre-configured for enjoyable game play. We don&#039;t recommend changing these settings unless you have a specific reason to do so. Additionally, since these settings can drastically impact the statistical outcomes in your league, we recommend creating test leagues where appropriate to try out certain settings before you create your final league. This screen is divided into the following sections:&lt;br /&gt;
&lt;br /&gt;
* [[OOTP Baseball:Creating Games/Custom Games - Advanced Mode/League Settings/Stats and AI#Import Settings|Import Settings]]&lt;br /&gt;
* [[OOTP Baseball:Creating Games/Custom Games - Advanced Mode/League Settings/Stats and AI#General AI Roster Settings|General AI Roster Settings]]&lt;br /&gt;
* [[OOTP Baseball:Creating Games/Custom Games - Advanced Mode/League Settings/Stats and AI#General Strategic Tendencies|General Strategic Tendencies]]&lt;br /&gt;
* [[OOTP Baseball:Creating Games/Custom Games - Advanced Mode/League Settings/Stats and AI#Historical Modifiers &amp;amp; Totals Options|Historical Modifiers &amp;amp; Totals Options]]&lt;br /&gt;
* [[OOTP Baseball:Creating Games/Custom Games - Advanced Mode/League Settings/Stats and AI#League Totals and Modifiers|League Totals and Modifiers]]&lt;br /&gt;
* [[OOTP Baseball:Creating Games/Custom Games - Advanced Mode/League Settings/Stats and AI#Position Modifiers|Position Modifiers]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The above links will not work from within the in-game browser. However, they all simply link to sections lower in this page, so just scroll down to find the appropriate section.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Import Settings =====&lt;br /&gt;
&#039;&#039;&#039;Import Settings&#039;&#039;&#039; allow you to specify a real-world year on which to base your league. This does not mean that you will have players from the selected year. Rather, OOTP will use this value to automatically adjust a number of different settings to make the baseball experience more similar to that particular year in the real world, including:&lt;br /&gt;
&lt;br /&gt;
* Financial settings (ticket prices, typical salaries, etc.)&lt;br /&gt;
* League strategy settings (how often players bunt, how often closers are used, etc.)&lt;br /&gt;
* Player creation modifiers (how likely are players to hit lots of home runs, etc.)&lt;br /&gt;
&lt;br /&gt;
===== General AI Roster Settings =====&lt;br /&gt;
The &#039;&#039;&#039;General AI Roster Settings&#039;&#039;&#039; enable you to customize the approach the game&#039;s AI will take towards building its roster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Typical Starting Rotation Size&lt;br /&gt;
|The typical number of pitchers in a starting rotation in this league. Can be set to 3, 4, 5, or 6.&lt;br /&gt;
|-&lt;br /&gt;
|Starting Rotation Mode&lt;br /&gt;
|The typical way in which a manager in this league will choose his next starter.&lt;br /&gt;
|-&lt;br /&gt;
|Allow Starters in Relief&lt;br /&gt;
|Whether or not managers in this league will use members of their starting rotation as relievers when needed.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Relievers (non-DH league)&lt;br /&gt;
|The typical number of relief pitchers carried on the roster by a team in a league where the designated hitter rule is not used.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Position Players (non-DH league)&lt;br /&gt;
|The typical number of non-pitchers carried on the roster by a team in a league where the designated hitter rule is not used.&lt;br /&gt;
|-&lt;br /&gt;
|Total players on roster (non-DH league)&lt;br /&gt;
|The total number of players carried on the roster by a team in a league where the designated hitter rule is not used.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Relievers (DH league)&lt;br /&gt;
|The typical number of relief pitchers carried on the roster by a team in a league where the designated hitter rule is used.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Position Players (DH league)&lt;br /&gt;
|The typical number of non-pitchers carried on the roster by a team in a league where the designated hitter rule is used.&lt;br /&gt;
|-&lt;br /&gt;
|Total players on roster (DH league)&lt;br /&gt;
|The total number of players carried on the roster by a team in a league where the designated hitter rule is used.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== General Strategic Tendencies =====&lt;br /&gt;
&#039;&#039;&#039;General Strategic Tendencies&#039;&#039;&#039; enable you to customize the &#039;style of baseball&#039; that your league plays. Most options have five settings to choose from: Very Rarely, Rarely, Normal, Often, or Very Often. Exceptions are noted below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Use of Relievers&lt;br /&gt;
|How frequently the computer will use relief pitchers.&lt;br /&gt;
|-&lt;br /&gt;
|Use of Closers&lt;br /&gt;
|How frequently the computer will use closers.&lt;br /&gt;
|-&lt;br /&gt;
|Pitcher Stamina&lt;br /&gt;
|A measure of how quickly pitchers tire in your league. Can be set to Very Low, Low, Normal, High, or Very High.&lt;br /&gt;
|-&lt;br /&gt;
|Hook for Starting Pitcher&lt;br /&gt;
|A measure of how soon to relieve a starting pitcher when he runs into trouble.&lt;br /&gt;
|-&lt;br /&gt;
|Hook for Relief Pitcher&lt;br /&gt;
|A measure of how soon to replace a reliever when he runs into trouble.&lt;br /&gt;
|-&lt;br /&gt;
|Use of Relievers&lt;br /&gt;
|The overall frequency with which the AI will bring relief pitchers into the game.&lt;br /&gt;
|-&lt;br /&gt;
|Use of Openers&lt;br /&gt;
|The frequency with which the AI will choose to use the Opener/Closer setup for its pitching rotation.&lt;br /&gt;
|-&lt;br /&gt;
|Pitcher Stamina&lt;br /&gt;
|A league-wide adjustment of how quickly pitchers tend to become fatigued, allowing simulation of eras or leagues where pitcher appearances tended to last much longer or shorter than the historical norm.&lt;br /&gt;
|-&lt;br /&gt;
|Pinch Hit for Pitchers&lt;br /&gt;
|How frequently the computer will pinch hit for pitchers.&lt;br /&gt;
|-&lt;br /&gt;
|Pinch Hit for Position Players&lt;br /&gt;
|How frequently the computer will pinch hit for position players.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Substitutions&lt;br /&gt;
|How frequently the computer will substitute players late in games to insert players who are better defensively.&lt;br /&gt;
|-&lt;br /&gt;
|Stealing Bases&lt;br /&gt;
|How frequently the computer will attempt to steal bases.&lt;br /&gt;
|-&lt;br /&gt;
|Hit &amp;amp; Run&lt;br /&gt;
|How frequently the computer will attempt a hit &amp;amp; run play.&lt;br /&gt;
|-&lt;br /&gt;
|Bunting&lt;br /&gt;
|How frequently the computer will bunt.&lt;br /&gt;
|-&lt;br /&gt;
|Infield Shifts&lt;br /&gt;
|How frequently the computer will use an infield shift.&lt;br /&gt;
|-&lt;br /&gt;
|Catcher Framing Impact&lt;br /&gt;
|How much of an effect catcher framing will have on pitcher performance. Higher values will increase the effectiveness of catchers at &amp;quot;framing&amp;quot; borderline pitches so they are more likely to be called a strike by the umpire.&lt;br /&gt;
|}&lt;br /&gt;
General strategic tendencies affect the entire league. Similar settings are available at the player or coach level to change the tendencies for individuals one at a time.&lt;br /&gt;
&lt;br /&gt;
===== Historical Modifiers &amp;amp; Totals Options =====&lt;br /&gt;
&#039;&#039;&#039;Historical Modifiers &amp;amp; Totals Options&#039;&#039;&#039; give you further flexibility if you are importing historical leagues. If you are not using historical leagues or fictional leagues based on historical data, you should leave both of these boxes unchecked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Automatically adjust league totals modifiers after each season for historical accuracy&lt;br /&gt;
|When you select this check box, the game will automatically make an adjustment to your league totals after each season, so that the results of the next season will be statistically close to the real-world historical ratio of that season. So, if your league overall hit .250 in 1980, and the real world league batting average for 1981 was .275, the game will automatically adjust your Hits league totals modifier to 1.100, because you need to get hits 10% more often than this past season to approximately match the real world values.&lt;br /&gt;
|-&lt;br /&gt;
|Lock league total stats&lt;br /&gt;
|When you select this check box, league stats are locked to fixed amounts.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: We strongly recommend you use these two options in conjunction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== League Totals and Modifiers =====&lt;br /&gt;
&#039;&#039;&#039;League Totals and Modifiers&#039;&#039;&#039; are the final piece in modifying your league output. While player creation modifiers affect player ratings and potential, league totals and modifiers are used to directly affect the statistical output of a league. This information is most commonly used by historical players who want overall statistical results to match a specific target.&lt;br /&gt;
&lt;br /&gt;
OOTP generates a league total for each category, noted in the left column. The league total acts as the basis for the calculation engine. In historical leagues, these are the real league totals from the imported year. In fictional leagues it&#039;s the major league totals from the most recently completed season. The league totals do NOT directly equate to how many of these events you will see in your league! They are simply a basis for calculation, which ensures the ratios of these events remain accurate compared to real life. Adjusting league totals is a little counterintuitive. The results in your league are &#039;&#039;inversely&#039;&#039; related to the league totals. In other words, if you increase the triples total from 1,000 to 2,000, it would actually result in FEWER triples in your league! We do not recommend adjusting your league totals directly unless you&#039;re just messing around, or you are experienced in working with our league totals!&lt;br /&gt;
&lt;br /&gt;
As a more intuitive alternative, the right column contains &#039;&#039;modifiers&#039;&#039;, with a default setting of 1.000. A value of 1.000 is equivalent to modern professional baseball level. These modifiers can be used to adjust the statistical output of your league. For example, if you want 10% more home runs, instead of adjusting the home run &#039;&#039;totals&#039;&#039;, just change the home runs &#039;&#039;modifier&#039;&#039; to 1.100.&lt;br /&gt;
&lt;br /&gt;
One important point to understand about the league totals and modifiers is that, unlike player creation modifiers, league totals &#039;&#039;directly affect the statistical output of the game engine&#039;&#039;. They have no impact at all on player ratings, potential, or player development. Even if you reduce your home run league total modifier to 0.150, your slugger with a 100 Power rating would still have 100 Power, and he would still hit more home runs than other players. But the numbers of home runs across the league overall would be drastically reduced.&lt;br /&gt;
&lt;br /&gt;
There is also a checkbox entitled &#039;&#039;&#039;Automatically control in-game engine to match league totals (only recommended for minors)&#039;&#039;&#039;. This option automatically modifies the in-game engine in a way that the stats output closely matches the entered league totals. This works fairly well, but is not a perfect statistical rendition, particularly at the lowest minor league level. It&#039;s a decent option for players who are extremely concerned about league totals looking &amp;quot;realistic&amp;quot; in the minors.&lt;br /&gt;
&lt;br /&gt;
===== Position Modifiers =====&lt;br /&gt;
&#039;&#039;&#039;Position Modifiers&#039;&#039;&#039; affect the defensive aspect of the game. By adjusting these modifiers, you can alter the impact of different positions on your league, defensively. Each position has a range and error component. Increasing the Range modifier will increase the range of players at that position, putting them in a position to make more plays. Increasing the Error component increases the number of errors at that position, causing a decrease in fielding percentage. As usual, all values are relative to modern day professional baseball.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Setup_and_Support/Technical_Support/OOTP_found_that_the_crashed_on_startup_flag_is_set&amp;diff=2357</id>
		<title>OOTP Baseball:Setup and Support/Technical Support/OOTP found that the crashed on startup flag is set</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Setup_and_Support/Technical_Support/OOTP_found_that_the_crashed_on_startup_flag_is_set&amp;diff=2357"/>
		<updated>2026-04-09T14:02:23Z</updated>

		<summary type="html">&lt;p&gt;Matt: added tech support&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When OOTP detects that the game had issues starting, it will pop up with this error message. In this case, a few settings will be automatically reverted to the defaults. If further issues persist, there may be other steps to potentially resolve the issues.&lt;br /&gt;
&lt;br /&gt;
==== Automatically Reset Options ====&lt;br /&gt;
The options that are automatically reset will be the default window size, whether the app starts in full-screen mode, and the default skin. These options can be reset in the preferences dialog in the entry screen if desired.&lt;br /&gt;
&lt;br /&gt;
==== Further Debug Options ====&lt;br /&gt;
If the game still cannot open, or displays a blank or black screen still, there may be issues with other graphical settings that you can attempt to correct. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Editing the OpenGL mode&#039;&#039;&#039;&lt;br /&gt;
** If you add opengl_mode=2 to your application command-line, this will alter the way that the game displays items on-screen&lt;br /&gt;
* &#039;&#039;&#039;Disabling the entry screen cards display&#039;&#039;&#039;&lt;br /&gt;
** If you add noentry3d to your application command-line, this will stop the render of the on-screen card effects, if those are causing problems with your system&lt;br /&gt;
* &#039;&#039;&#039;Reset your graphics driver&#039;&#039;&#039;&lt;br /&gt;
** On windows, you can use the Windows Key + Ctrl + Shift + B to reset your graphics driver, which may correct issues if it is an unreliable state&lt;br /&gt;
** Alternately, you may want to update your graphics driver, in case a new version has corrected issues&lt;br /&gt;
* &#039;&#039;&#039;Restart your machine&#039;&#039;&#039;&lt;br /&gt;
** Some issues can be resolved by restarting your machine, and returning to a clean configuration&lt;br /&gt;
* &#039;&#039;&#039;Re-Install OOTP&#039;&#039;&#039;&lt;br /&gt;
** On Steam, you may want to re-verify your local files. Or potentially re-installing the game, in case there was a corrupt file causing an issue locally with starting the game.&lt;br /&gt;
&lt;br /&gt;
==== Adding items to the command line ====&lt;br /&gt;
For the standalone on PC find the ootp27.exe, then right click and Create Shortcut. Now in the shortcut, in the Target: field at the end you can add a space and then each launch option (please try one at a time to see which if either help). And of course make sure you launch the app via the shortcut.&lt;br /&gt;
&lt;br /&gt;
For Mac standalone, I believe the way you add launch options is&lt;br /&gt;
&lt;br /&gt;
* Open Terminal (via Spotlight or Applications/Utilities).&lt;br /&gt;
* Navigate to the app&#039;s executable file inside the .app bundle. Something like&lt;br /&gt;
* /Applications/ootp27.app/Contents/MacOS/ootp27&lt;br /&gt;
* Run the app with arguments using this structure:&lt;br /&gt;
* ./Applications/ootp27.app/Contents/MacOS/ootp27 --your-argument&lt;br /&gt;
* and replace your_argument with noentry3d, and if that doesn&#039;t work try opengl_mode=2&lt;br /&gt;
&lt;br /&gt;
[[File:Steam.png|thumb]]&lt;br /&gt;
[[File:Image.png|thumb|424x424px]]&lt;br /&gt;
 &lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=File:Steam.png&amp;diff=2356</id>
		<title>File:Steam.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=File:Steam.png&amp;diff=2356"/>
		<updated>2026-04-09T14:02:02Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Steam Command Line&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=File:Image.png&amp;diff=2355</id>
		<title>File:Image.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=File:Image.png&amp;diff=2355"/>
		<updated>2026-04-09T14:01:30Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Command Line&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Setup_and_Support/Technical_Support&amp;diff=2354</id>
		<title>OOTP Baseball:Setup and Support/Technical Support</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Setup_and_Support/Technical_Support&amp;diff=2354"/>
		<updated>2026-04-09T13:45:51Z</updated>

		<summary type="html">&lt;p&gt;Matt: add crash start&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;In-Game Bugs and Crashes&amp;lt;/u&amp;gt; ===&lt;br /&gt;
In case OOTP doesn&#039;t work properly for you, visit the [https://forums.ootpdevelopments.com/forumdisplay.php?f=4056 OOTP 25 Technical Support Forum]. Here you can look for threads with similar issues. Your issue might have been solved by someone else already.  If not feel free to create a new thread using all the information available to you. You&#039;ll need an account to post a new bug. Please follow our [https://forums.ootpdevelopments.com/showthread.php?t=344804 guide] when reporting an issue. The development team regularly updates the game. Check the patch notes and test on new updates if your issue persists. If it has been fixed or you found a solution yourself update the thread that you created, share your information.&lt;br /&gt;
&lt;br /&gt;
Technical Support is mostly community driven, but the developers also look at the threads and try to help as often as possible. Help each other!&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Order Issues&amp;lt;/u&amp;gt; ===&lt;br /&gt;
For problems with licenses, orders or refunds please contact support@ootpdevelopments.com. Include your order ID, name and date of the order for the fastest support.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Advice for Common Error Messages &amp;amp; Issues&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Sometimes OOTP can generate an error message.  Should this happen, follow the steps above to report it and seek help.  For the benefit of customers, some of the more common messages are noted below with a solution to try.&lt;br /&gt;
&lt;br /&gt;
* [[OOTP Baseball:Setup and Support/Technical Support/OOTP cannot load this database because it has been created with an earlier version of OOTP|OOTP cannot load this database because it has been created with an earlier version of OOTP]]&lt;br /&gt;
* [[OOTP Baseball:Setup and Support/Technical Support/Failed to validate request because the time between the server and client is not synchronized|Failed to validate request because the time between the server and client is not synchronized]]&lt;br /&gt;
* [[OOTP Baseball:Setup and Support/Technical Support/OOTP displays in tiny font on a Windows-based PC|OOTP displays in tiny font on a Windows-based PC]]&lt;br /&gt;
* [[OOTP Baseball:Setup and Support/Technical Support/OOTP found that the crashed on startup flag is set|OOTP found that the crashed_on_startup flag is set]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/Game_Configuration_Files&amp;diff=2349</id>
		<title>OOTP Baseball:Customizing OOTP/Game Configuration Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/Game_Configuration_Files&amp;diff=2349"/>
		<updated>2025-12-17T09:47:49Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Path Config File */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}In addition to the plethora of in-game options and settings that allow you to tweak the game, OOTP also has several &#039;&#039;&#039;configuration files&#039;&#039;&#039; that are outside of the game engine. Most users will never need to touch configuration files, but under certain circumstances, some users may find a need to tweak these files.&lt;br /&gt;
&lt;br /&gt;
The configuration files are stored in a hidden directory, but can be accessed from inside the game by using the &#039;&#039;&#039;Open Folder containing file &#039;paths.cfg&#039;&#039;&#039;&#039; option on the Preferences screen in the troubleshooting tab, or entering %appdata% in Windows File Explorer and navigating to the Out of the Park Baseball directory for your game. OOTP config files are simple text files that can be opened with any text editing program; they have a &amp;quot;.cfg&amp;quot; extension.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You should only modify configuration files when OOTP is closed. Always back up configuration files before modifying!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Path Config File =====&lt;br /&gt;
There are also a few additional configuration files that appear in the same directory, but there typically is not any need to modify these files. These files are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;recent_paths&#039;&#039;&#039; - Any time you open a file in OOTP through a file dialog, for example when you load a new team logo, OOTP uses this file to remember the path, so that the next time you load a team logo, OOTP will default to the same path.&lt;br /&gt;
* &#039;&#039;&#039;favorite_paths&#039;&#039;&#039; - Any time you use a file dialog, for example in the above team logo example, the path you used will be added to the &amp;quot;Favorites&amp;quot; drop-down that is visible in any file dialog within the game.&lt;br /&gt;
* &#039;&#039;&#039;paths&#039;&#039;&#039; - This file stores a few important path variables. Not all of these may be specified&lt;br /&gt;
** &#039;&#039;&#039;path_user_data&#039;&#039;&#039; - (e.g., D:/games/ootp26/data) This contains the location of the saved_games folder, as well as where certain temporary files are stored by the ootp system (such as for perfect team, or when running a live start). If you change that folder, you may need to move your individual saved games folders from the previous location to be able to continue to access them.&lt;br /&gt;
** &#039;&#039;&#039;path_cust_data&#039;&#039;&#039; - (e.g., D:/games/ootp26/data) This contains the folders ballparks, pictures, and so on. (Usually, these paths are identical, however some users may want to install them to separate folders) Most people won&#039;t need write access to these folders, but if you want to customize the game you will need write access, so we need to put this folder into the user&#039;s home directory. If you have multiple installations of OOTP 26 on the computer, you can put the paths.cfg file into the same folder where the exe is, so each installation can have its own paths.cfg.&lt;br /&gt;
** &#039;&#039;&#039;path_saved_games&#039;&#039;&#039; - (e.g., D:/games/ootp26/data/saved_games) This contains the full path to the saved games directory. Like for the user data, if that path is changed, you may need to move your saved games files&lt;br /&gt;
&lt;br /&gt;
==== Other Config Files ====&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Game Configuration Files/App Config File|App Config File]] (app.cfg)&lt;br /&gt;
** This file contains many advanced options for the game&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Game Configuration Files/Engine Config File|Engine Config File]] (engine.cfg)&lt;br /&gt;
** This file can be used to customize some internal game engine settings&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/Game_Configuration_Files&amp;diff=2348</id>
		<title>OOTP Baseball:Customizing OOTP/Game Configuration Files</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/Game_Configuration_Files&amp;diff=2348"/>
		<updated>2025-12-16T08:43:42Z</updated>

		<summary type="html">&lt;p&gt;Matt: updated descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}In addition to the plethora of in-game options and settings that allow you to tweak the game, OOTP also has several &#039;&#039;&#039;configuration files&#039;&#039;&#039; that are outside of the game engine. Most users will never need to touch configuration files, but under certain circumstances, some users may find a need to tweak these files.&lt;br /&gt;
&lt;br /&gt;
The configuration files are stored in a hidden directory, but can be accessed from inside the game by using the &#039;&#039;&#039;Open Folder containing file &#039;paths.cfg&#039;&#039;&#039;&#039; option on the Preferences screen in the troubleshooting tab, or entering %appdata% in Windows File Explorer and navigating to the Out of the Park Baseball directory for your game. OOTP config files are simple text files that can be opened with any text editing program; they have a &amp;quot;.cfg&amp;quot; extension.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You should only modify configuration files when OOTP is closed. Always back up configuration files before modifying!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Path Config File =====&lt;br /&gt;
There are also a few additional configuration files that appear in the same directory, but there typically is not any need to modify these files. These files are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;recent_paths&#039;&#039;&#039; - Any time you open a file in OOTP through a file dialog, for example when you load a new team logo, OOTP uses this file to remember the path, so that the next time you load a team logo, OOTP will default to the same path.&lt;br /&gt;
* &#039;&#039;&#039;favorite_paths&#039;&#039;&#039; - Any time you use a file dialog, for example in the above team logo example, the path you used will be added to the &amp;quot;Favorites&amp;quot; drop-down that is visible in any file dialog within the game.&lt;br /&gt;
* &#039;&#039;&#039;paths&#039;&#039;&#039; - This file stores a few important path variables:&lt;br /&gt;
** &#039;&#039;&#039;path_user_data&#039;&#039;&#039; - (e.g., D:/games/ootp26/data) This contains the location of the saved_games folder. If you change that folder, you may need to move your individual saved games folders from the previous location to be able to continue to access them.&lt;br /&gt;
** &#039;&#039;&#039;path_cust_data&#039;&#039;&#039; - (e.g., D:/games/ootp26/data) This contains the folders ballparks, pictures, and so on. (Usually, these paths are identical, however some users may want to install them to separate folders) Most people won&#039;t need write access to these folders, but if you want to customize the game you will need write access, so we need to put this folder into the user&#039;s home directory. If you have multiple installations of OOTP 26 on the computer, you can put the paths.cfg file into the same folder where the exe is, so each installation can have its own paths.cfg.&lt;br /&gt;
&lt;br /&gt;
==== Other Config Files ====&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Game Configuration Files/App Config File|App Config File]] (app.cfg)&lt;br /&gt;
** This file contains many advanced options for the game&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP/Game Configuration Files/Engine Config File|Engine Config File]] (engine.cfg)&lt;br /&gt;
** This file can be used to customize some internal game engine settings&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Creating_Games/Custom_Games_-_Advanced_Mode/League_Settings/Historical&amp;diff=2346</id>
		<title>OOTP Baseball:Creating Games/Custom Games - Advanced Mode/League Settings/Historical</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Creating_Games/Custom_Games_-_Advanced_Mode/League_Settings/Historical&amp;diff=2346"/>
		<updated>2025-10-03T23:44:00Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Historical FAQ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}The &#039;&#039;&#039;Historical&#039;&#039;&#039; screen is accessed from the Create New Game screen during game creation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;NOTE** The [[OOTP Baseball:Creating Games/Historical Games|&#039;&#039;&#039;Historical League Creation Wizard&#039;&#039;&#039;]] was created to make jumping into historical games easy. Before diving into changing historical league settings please check out the [[OOTP Baseball:Creating Games/Custom Games - Advanced Mode/League Settings/Historical#Historical FAQ|Historical FAQ]].&lt;br /&gt;
&lt;br /&gt;
The Historical screen is only available when a historical league is selected, and is used to modify a variety of options related to historical simming. It is divided into the following sections:&lt;br /&gt;
&lt;br /&gt;
* [[OOTP Baseball:Creating Games/Custom Games - Advanced Mode/League Settings/Historical#Historical Transactions/Lineups|Historical Transactions / Lineups]]&lt;br /&gt;
* [[OOTP Baseball:Creating Games/Custom Games - Advanced Mode/League Settings/Historical#Historical Progressing Settings|Historical Progressing Settings]]&lt;br /&gt;
* [[OOTP Baseball:Creating Games/Custom Games - Advanced Mode/League Settings/Historical#Historical Rookies Settings|Historical Rookies Settings]]&lt;br /&gt;
* [[OOTP Baseball:Creating Games/Custom Games - Advanced Mode/League Settings/Historical#Statistical Accuracy|Statistical Accuracy]]&lt;br /&gt;
* [[OOTP Baseball:Creating Games/Custom Games - Advanced Mode/League Settings/Historical#Player Ratings|Historical Player Ratings]]&lt;br /&gt;
* [[OOTP Baseball:Creating Games/Custom Games - Advanced Mode/League Settings/Historical#Historical FAQ|Historical FAQ]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The above links will not work from within the in-game browser. However, they all simply link to sections lower in this page, so just scroll down to find the appropriate section.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Historical Transactions/Lineups =====&lt;br /&gt;
&#039;&#039;&#039;Historical Transactions/Lineups&#039;&#039;&#039; define how closely you want your league to match what happened in real life.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Use real historical transactions&lt;br /&gt;
|If this is enabled, OOTP will force transactions to occur just as they did in real life, including player drafts, injuries, suspensions, and player trades. If enabled, OOTP automatically disables the following rules for this league: roster limits, injuries, and suspensions.&lt;br /&gt;
|-&lt;br /&gt;
|Use real historical lineups&lt;br /&gt;
|If this is enabled, OOTP will force the use of real historic lineups for each game. If enabled, OOTP automatically disables the following rules for this league: roster limits, injuries, and suspensions. With historical lineups enabled, historical transactions are required to be enabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Historical Progressing Settings =====&lt;br /&gt;
&#039;&#039;&#039;Historical Progressing Options&#039;&#039;&#039; control how your league behaves between seasons.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Automatically expand league&lt;br /&gt;
|Automatically expands your historical league at the precise time that real-world leagues expanded. OOTP will automatically handle changes in team names, nicknames, league structure, etc.&lt;br /&gt;
|-&lt;br /&gt;
|Expansion Mode&lt;br /&gt;
|Defines whether or not an expansion draft will be held at the same time one happened in real life.&lt;br /&gt;
|-&lt;br /&gt;
|Protected Players per Team&lt;br /&gt;
|Defines how many players are protected in the expansion draft.&lt;br /&gt;
|-&lt;br /&gt;
|Base Roles / Positions on&lt;br /&gt;
|Defines whether historical progression will be based on the real-life statistics of a player or the AI&#039;s assessment of his skills. For example, real-life statistics would cause Dennis Eckersley to become a relief pitcher at the same time he did in real life, while AI evaluation could cause him to remain a starter.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;**NOTE** This setting needs to be put on Roles based on AI Assessment if you bring historical players into years past when they do not have real life stats. Like for example, if you bring Ted Williams to play in 1984, the AI will not play him if roles are based on real life stats.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Automatically adjust League Strategy&lt;br /&gt;
|Automatically changes leaguewide strategies according to the historical era. This includes things such as the frequency of stolen bases, etc. See the Overall Team Strategy Screen for more information on the different strategies this can affect.&lt;br /&gt;
|-&lt;br /&gt;
|Import adjusted financial settings after each year&lt;br /&gt;
|Realigns your league finances with actual historical numbers after each season using a set of historical financial data stored in &#039;&#039;&#039;OOTP Baseball/data/database/financials.txt&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|Retire players according to history&lt;br /&gt;
|Forces players to retire from OOTP after the same season in which they retired in real life. Otherwise, OOTP will decide retirement by itself, and historical players may end up having significantly longer or shorter careers than they did in real life.&lt;br /&gt;
|-&lt;br /&gt;
|Players miss seasons according to history&lt;br /&gt;
|Forces players to miss seasons in OOTP when they did in real life, for example due to military service.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Historical Rookies Settings =====&lt;br /&gt;
The &#039;&#039;&#039;Historical Rookies Options&#039;&#039;&#039; affects the treatment of rookies in historical leagues.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Automatically Import Historical Rookies&lt;br /&gt;
|If this box is checked, each year the actual rookies from the historical database will be imported into your league automatically. If you want historical rookies to be assigned to the same teams they played for in real life, you must disable the first-year player draft in the Amateur Draft Rules section of the Rules screen. Rookies will be imported on the first day of the preseason. If this box is unchecked, all historical rookies will be dumped into the first-year player draft pool.&lt;br /&gt;
|-&lt;br /&gt;
|Use random rookies from all eras&lt;br /&gt;
|If this box is enabled, OOTP will generate rookies who are random players from all years in the historical database. Once a player is randomly selected, the game selects a random career year, uses this as the base for the current ratings (also depending on what mode, it uses recalc settings too for example) and sets the player&#039;s age accordingly. Ratings are calculated based on comparison to league totals of the base year (i.e. Ruth is picked, and then the game randomly chooses the year 1927 as the import year for him) and then adjusted to a neutral era. That means that players are relatively comparable. A player who hit 20% more home runs (park-adjusted) than league average in 1969 will get the same power rating as a player who hit 20% more HR than league average in 2001, despite the absolute HR numbers being different. Of course, there are some adjustments made, otherwise we would have too many extreme cases from the early years, and extreme dominating players like Ruth had to be toned down a bit too.&lt;br /&gt;
|-&lt;br /&gt;
|Database Path&lt;br /&gt;
|During game creation, this area displays the text &#039;Please set after game has been created!&#039; When you access this screen through Game Setup later, the database path will be set to the directory that stores your historical database. If you have moved your historical database, or if you didn&#039;t use a historical database during game creation, you can enter a new path here. &#039;&#039;&#039;Warning!&#039;&#039;&#039; If the historical database is moved or deleted without correcting this value, your game will be unable to continue!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Statistical Accuracy =====&lt;br /&gt;
The &#039;&#039;&#039;Statistical Accuracy&#039;&#039;&#039; section defines whether or not OOTP should automatically adjust league totals modifiers for historical accuracy. If checked, OOTP automatically adjusts league totals after each season, based on the actual league totals in the upcoming year. This will result in your historical league producing league totals very similar to actual historical totals from that year.&lt;br /&gt;
&lt;br /&gt;
===== Player Ratings =====&lt;br /&gt;
The historical &#039;&#039;&#039;Player Ratings&#039;&#039;&#039; control how the OOTP engine rates historical players.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Recalc player ratings based on real stats after each year&lt;br /&gt;
|Forces OOTP to recalculate player ratings (both actual and potential) after each season based on how the players performed in real life. For example, if in the next season in real life a player performed at a much higher level, his OOTP ratings will increase automatically. If this is enabled it overrides the potential ratings calculation method chosen in the Advanced Options of the Historical Game Creation Wizard. If this is not enabled, players will improve normally according to their OOTP potential ratings.&lt;br /&gt;
|-&lt;br /&gt;
|Ratings recalculation base&lt;br /&gt;
|Defines whether to base ratings recalculation on a 1-year, 3-year, or 5-year span.&lt;br /&gt;
|-&lt;br /&gt;
|Double weight of current year stats&lt;br /&gt;
|Doubles the weight of the player&#039;s current year stats evaluating historical players. If you are playing in 3-yr recalc mode in 1988, for example, then player ratings will be based on 1987+1988+1989 stats. If you are playing in 3-yr recalc mode with &amp;quot;double-weight&amp;quot; in 1988, then player ratings will be based on 1987+1988+1988+1989 stats. The focus year is added twice into the evaluation. Some people feel that this option results in more realistic AI decisions in certain areas, like pitcher roles.&lt;br /&gt;
|-&lt;br /&gt;
|Base Ratings on&lt;br /&gt;
|This option allows you to choose between the pure Lahman statistical database and Garlon and Spritze&#039;s neutralized database. There are two options in this drop-down, used to determine the current ratings assigned to imported players.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Real Stats:&#039;&#039;&#039; The &amp;quot;standard Lahman&amp;quot; option. Current player ratings will be assigned based on a player&#039;s historical statistics. So, in this case, a player who played in a hitter-friendly park throughout his career could end up with inflated ratings.&lt;br /&gt;
* &#039;&#039;&#039;Neutralized Stats:&#039;&#039;&#039; The &amp;quot;Garlon and Spritze&amp;quot; option. Current player ratings will be assigned based on a player&#039;s neutralized statistics, giving perhaps the most accurate assessment of individual player ratings on an even playing field.&lt;br /&gt;
|-&lt;br /&gt;
|Base Potential Ratings on&lt;br /&gt;
|There are four options in this drop-down, used to determine the potential ratings assigned to imported players.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Career Totals:&#039;&#039;&#039; Player potential ratings will be assigned based on a player&#039;s entire career.&lt;br /&gt;
* &#039;&#039;&#039;Remaining Years of Career:&#039;&#039;&#039; Perhaps the most accurate way to replay history. With this option, a player will be rated only on what he has not yet done in his career. For example, if you start a league in 1930, this option will base all players&#039; ratings only on what they accomplished in 1930 and later.&lt;br /&gt;
* &#039;&#039;&#039;Peak Seasons of Career:&#039;&#039;&#039; Player ratings will be assigned based on the best years of a player&#039;s career.&lt;br /&gt;
* &#039;&#039;&#039;Remaining Peak Seasons:&#039;&#039;&#039; Player ratings will be assigned based on the best years a player has yet to play.&lt;br /&gt;
|-&lt;br /&gt;
|Base Rookie Fielding Ratings on&lt;br /&gt;
|Defines whether to base rookie fielding ratings on the current season, a 3-year span, or their entire career.&lt;br /&gt;
|-&lt;br /&gt;
|Base Pitching Stamina on&lt;br /&gt;
|Defines whether to base pitching stamina on the current season, a 3-year span, or their entire career.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Notes =====&lt;br /&gt;
&lt;br /&gt;
====== Settings ======&lt;br /&gt;
Some settings may have adverse consequences if they are changed. It is best to use the [[OOTP Baseball:Creating Games/Historical Games|&#039;&#039;&#039;Historical League Creation Wizard&#039;&#039;&#039;]] when making your games. For example, using &#039;Retire According to History&#039; without real historical transactions, you might not have enough players in your league to play if you are not playing with the minor leagues enabled. Each Historical Wizard option has been setup for certain ways to play the game. Generally speaking, the game has been optimized for those settings.&lt;br /&gt;
&lt;br /&gt;
If you are familiar with the game and how it functions, then you can adjust and play to another style if you prefer. But we would generally caution you before adjusting settings without understanding the potential implications.&lt;br /&gt;
&lt;br /&gt;
====== Draft Schedule ======&lt;br /&gt;
If you are importing historical players, the recommendation is to schedule your first-year player draft between October and November, after the playoffs have concluded, but before too much of the off-season has progressed. Players are imported in the first year that they appear in a major or minor league game, depending on the option selected. If the draft is scheduled during the season, then players will appear in the draft during that season. So, for example, if you are playing with minors disabled, and have the draft scheduled for June, then Ronald Acuna Jr. would appear in the June 2018 draft, as that is the first season he appeared in the major leagues. Scheduling the draft for November would have him appear in the November 2017 draft, giving the team who selects him the full off-season to make further changes.&lt;br /&gt;
&lt;br /&gt;
Also note that if the draft is moved during the season, the first year that is done, you have have an empty or nearly empty draft class. That is because the game by default will import all players for the current season, but when it goes to generate the draft pool, all the eligible players would have already appeared.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/League_Menu/League_Settings/Stats_and_AI&amp;diff=2335</id>
		<title>OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/League_Menu/League_Settings/Stats_and_AI&amp;diff=2335"/>
		<updated>2025-08-11T14:50:40Z</updated>

		<summary type="html">&lt;p&gt;Matt: note on strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}The &#039;&#039;&#039;Stats and AI&#039;&#039;&#039; screen is accessed from the Create New Game screen during game creation.&lt;br /&gt;
&lt;br /&gt;
The Stats and AI screen includes some options that allow you finely tune OOTP&#039;s strategy and statistical engines. In general, the settings on this screen are pre-configured for enjoyable game play. We don&#039;t recommend changing these settings unless you have a specific reason to do so. Additionally, since these settings can drastically impact the statistical outcomes in your league, we recommend creating test leagues where appropriate to try out certain settings before you create your final league. This screen is divided into the following sections:&lt;br /&gt;
&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#Import Settings|Import Settings]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#General AI Roster Settings|General AI Roster Settings]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#General Strategic Tendencies|General Strategic Tendencies]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#Historical Modifiers &amp;amp; Totals Options|Historical Modifiers &amp;amp; Totals Options]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#League Totals and Modifiers|League Totals and Modifiers]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#Position Modifiers|Position Modifiers]]&lt;br /&gt;
&lt;br /&gt;
===== Import Settings =====&lt;br /&gt;
&#039;&#039;&#039;Import Settings&#039;&#039;&#039; allow you to specify a real-world year on which to base your league. This does not mean that you will have players from the selected year. Rather, OOTP will use this value to automatically adjust a number of different settings to make the baseball experience more similar to that particular year in the real world, including:&lt;br /&gt;
&lt;br /&gt;
* Financial settings (ticket prices, typical salaries, etc.)&lt;br /&gt;
* League strategy settings (how often players bunt, how often closers are used, etc.)&lt;br /&gt;
* Player creation modifiers (how likely are players to hit lots of home runs, etc.)&lt;br /&gt;
&lt;br /&gt;
===== General AI Roster Settings =====&lt;br /&gt;
The &#039;&#039;&#039;General AI Roster Settings&#039;&#039;&#039; enable you to customize the approach the game&#039;s AI will take towards building its roster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Typical Starting Rotation Size&lt;br /&gt;
|The typical number of pitchers in a starting rotation in this league. Can be set to 3, 4, 5, or 6.&lt;br /&gt;
|-&lt;br /&gt;
|Starting Rotation Mode&lt;br /&gt;
|The typical way in which a manager in this league will choose his next starter.&lt;br /&gt;
|-&lt;br /&gt;
|Allow Starters in Relief&lt;br /&gt;
|Whether or not managers in this league will use members of their starting rotation as relievers when needed.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Relievers (non-DH league)&lt;br /&gt;
|The typical number of relief pitchers carried on the roster by a team in a league where the designated hitter rule is not used.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Position Players (non-DH league)&lt;br /&gt;
|The typical number of non-pitchers carried on the roster by a team in a league where the designated hitter rule is not used.&lt;br /&gt;
|-&lt;br /&gt;
|Total players on roster (non-DH league)&lt;br /&gt;
|The total number of players carried on the roster by a team in a league where the designated hitter rule is not used.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Relievers (DH league)&lt;br /&gt;
|The typical number of relief pitchers carried on the roster by a team in a league where the designated hitter rule is used.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Position Players (DH league)&lt;br /&gt;
|The typical number of non-pitchers carried on the roster by a team in a league where the designated hitter rule is used.&lt;br /&gt;
|-&lt;br /&gt;
|Total players on roster (DH league)&lt;br /&gt;
|The total number of players carried on the roster by a team in a league where the designated hitter rule is used.&lt;br /&gt;
|-&lt;br /&gt;
|Allow Two-Way Players&lt;br /&gt;
|Whether to allow humans or AI team to set players as two-way players. If disabled, the player strategy settings for two-way players will be disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== General Strategic Tendencies =====&lt;br /&gt;
&#039;&#039;&#039;General Strategic Tendencies&#039;&#039;&#039; enable you to customize the &#039;style of baseball&#039; that your league plays. Most options have five settings to choose from: Very Rarely, Rarely, Normal, Often, or Very Often. Exceptions are noted below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Use of Relievers&lt;br /&gt;
|How frequently the computer will use relief pitchers.&lt;br /&gt;
|-&lt;br /&gt;
|Use of Closers&lt;br /&gt;
|How frequently the computer will use closers.&lt;br /&gt;
|-&lt;br /&gt;
|Pitcher Stamina&lt;br /&gt;
|A measure of how quickly pitchers tire in your league. Can be set to Very Low, Low, Normal, High, or Very High.&lt;br /&gt;
|-&lt;br /&gt;
|Hook for Starting Pitcher&lt;br /&gt;
|A measure of how soon to relieve a starting pitcher when he runs into trouble.&lt;br /&gt;
|-&lt;br /&gt;
|Hook for Relief Pitcher&lt;br /&gt;
|A measure of how soon to replace a reliever when he runs into trouble.&lt;br /&gt;
|-&lt;br /&gt;
|Use of Relievers&lt;br /&gt;
|The overall frequency with which the AI will bring relief pitchers into the game.&lt;br /&gt;
|-&lt;br /&gt;
|Use of Openers&lt;br /&gt;
|The frequency with which the AI will choose to use the Opener/Closer setup for its pitching rotation.&lt;br /&gt;
|-&lt;br /&gt;
|Pitcher Stamina&lt;br /&gt;
|A league-wide adjustment of how quickly pitchers tend to become fatigued, allowing simulation of eras or leagues where pitcher appearances tended to last much longer or shorter than the historical norm.&lt;br /&gt;
|-&lt;br /&gt;
|Pinch Hit for Pitchers&lt;br /&gt;
|How frequently the computer will pinch hit for pitchers.&lt;br /&gt;
|-&lt;br /&gt;
|Pinch Hit for Position Players&lt;br /&gt;
|How frequently the computer will pinch hit for position players.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Substitutions&lt;br /&gt;
|How frequently the computer will substitute players late in games to insert players who are better defensively.&lt;br /&gt;
|-&lt;br /&gt;
|Stealing Bases&lt;br /&gt;
|How frequently the computer will attempt to steal bases.&lt;br /&gt;
|-&lt;br /&gt;
|Hit &amp;amp; Run&lt;br /&gt;
|How frequently the computer will attempt a hit &amp;amp; run play.&lt;br /&gt;
|-&lt;br /&gt;
|Bunting&lt;br /&gt;
|How frequently the computer will bunt.&lt;br /&gt;
|-&lt;br /&gt;
|Infield Shifts&lt;br /&gt;
|How frequently the computer will use an infield shift.&lt;br /&gt;
|-&lt;br /&gt;
|Catcher Framing Impact&lt;br /&gt;
|How much of an effect catcher framing will have on pitcher performance. Higher values will increase the effectiveness of catchers at &amp;quot;framing&amp;quot; borderline pitches so they are more likely to be called a strike by the umpire.&lt;br /&gt;
|}&lt;br /&gt;
General strategic tendencies affect the entire league. Similar settings are available at the player or coach level to change the tendencies for individuals one at a time.&lt;br /&gt;
&lt;br /&gt;
Note that if you have selected to have strategy settings update as part of the historical progression, these settings will update when the season rolls over to the new season, even if manually updated in the meantime. Also if auto-calc of modifiers is enabled, that option may adjust some of the above strategy settings in order to match historical league totals.&lt;br /&gt;
&lt;br /&gt;
===== League Totals and Modifiers =====&lt;br /&gt;
&#039;&#039;&#039;League Totals and Modifiers&#039;&#039;&#039; are the main piece in modifying your league output. While player creation modifiers affect player ratings and potential, league totals and modifiers are used to directly affect the statistical output of a league. This information is most commonly used by historical players who want overall statistical results to match a specific target. They may also be used by players who wish to match a specific era of baseball in their league, even if not playing in a historical league.&lt;br /&gt;
&lt;br /&gt;
OOTP generates a league total for each category, noted in the left column. The league total acts as the basis for the calculation engine. In historical leagues, these are the real league totals from the imported year. In fictional leagues it&#039;s the major league totals from the most recently completed season. The league totals do NOT directly equate to how many of these events you will see in your league! They are simply a basis for calculation, which ensures the ratios of these events remain accurate compared to real life. In a perfectly balanced league, with perfectly balanced other modifiers, you can expect the totals to approach those values.&lt;br /&gt;
&lt;br /&gt;
As a more intuitive alternative, the right column contains &#039;&#039;modifiers&#039;&#039;, with a default setting of 1.000 for most values. These modifiers can be used to adjust the statistical output of your league. For example, if you want 10% more home runs, instead of adjusting the home run &#039;&#039;totals&#039;&#039;, just change the home runs &#039;&#039;modifier&#039;&#039; to 1.100.&lt;br /&gt;
&lt;br /&gt;
One important point to understand about the league totals and modifiers is that, unlike player creation modifiers, league totals &#039;&#039;directly affect the statistical output of the game engine&#039;&#039;. They have no impact at all on player ratings, potential, or player development. Even if you reduce your home run league total modifier to 0.150, your slugger with a 100 Power rating would still have 100 Power, and he would still hit more home runs than other players. But the numbers of home runs across the league overall would be drastically reduced.&lt;br /&gt;
&lt;br /&gt;
It is generally recommended to set the league totals to the desired outputs you wish to see in your league (or select from a pre-set), and then use the other options available depending on how strict you wish to get to those totals.&lt;br /&gt;
&lt;br /&gt;
In Historical Leagues, you may wish to select the &#039;&#039;&#039;Lock League Total Stats&#039;&#039;&#039; checkbox, if you wish the league totals to not update as you advance through seasons. Thus, if you wish to create a league that will always maintain 1980 stat levels, you may select 1980 in the dropdown and then lock the totals.&lt;br /&gt;
&lt;br /&gt;
===== Prior Version Functionality =====&lt;br /&gt;
Prior to OOTP 25, adjusting league totals worked counter-intuitively. The results in your league are &#039;&#039;inversely&#039;&#039; related to the league totals. In other words, if you increase the triples total from 1,000 to 2,000, it would actually result in FEWER triples in your league! The league totals indicated what an average player was expected to hit, and so when a value was increased, that was equivalent to changing what an average player did. We do not recommend adjusting your league totals directly unless you&#039;re just messing around, or you are experienced in working with our league totals!&lt;br /&gt;
&lt;br /&gt;
===== Accuracy Settings =====&lt;br /&gt;
&#039;&#039;&#039;Accuracy Settings&#039;&#039;&#039; give you further flexibility in controlling the statistical output of your league. There are multiple options available, depending on which level of accuracy you wish to maintain. Each option is described further in-game, when hovering the mouse over the option as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use Auto-Calc of Modifiers&#039;&#039;&#039;: For the highest fidelity towards the league totals, this box may be selected. In this instance, the league will be simmed on opening day, and the league settings and modifiers will be adjusted to ensure that the overall league totals should come out accurately. This will ensure the highest level of accuracy to the totals, but it will also hide outliers. For example, if the league has an influx of power hitters, the auto-calc may aggressively lower the HR modifier to ensure the league totals come out accurately. This functionality may also be run manually with the &#039;&#039;&#039;Auto-Calc Modifiers&#039;&#039;&#039; button, which appears above the league totals section. If you are not using the automatic auto-calc, you may wish to periodically run the option manually to at least ensure your league totals don&#039;t deviate too much.&lt;br /&gt;
&lt;br /&gt;
Auto-calc may change some league settings, in order to avoid having modifiers that deviate far from the defaults.&lt;br /&gt;
&lt;br /&gt;
In a non-replay league with historical players but talent that varies from historical, league totals will be close to historical but player performance may be different that what would be expected from their ratings. Talent among the high use players varies in such leagues for many reasons. Some are non historical starting lineups, presence of players who retired historically but not in the save, absence of players who were injured in the save but not historically, use of three year or five year rating basis rather than one year, Development set to on, and Talent Change Randomness set to on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use Pre-Calculated Modifiers&#039;&#039;&#039;: This setting will load in modifiers that have been calculated for each historical season. These may help give some slight adjustments to the general totals based on certain characteristics of the year. Generally speaking, this may not necessarily increase the overall accuracy beyond simply leaving the modifiers at the default, but in some cases it may help.&lt;br /&gt;
&lt;br /&gt;
In a non-replay league with historical players but talent that varies from historical, player output will be closer to what would be expected by their ratings while overall league totals will not be as close. Talent among the high use players varies in such leagues for many reasons. Some are non historical starting lineups, presence of players who retired historically but not in the save, absence of players who were injured in the save but not historically, use of three year or five year rating basis rather than one year, Development set to on, and Talent Change Randomness set to on.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatically Control In-Game Engine&#039;&#039;&#039;: This option is recommended most for minor leagues, or for leagues with extreme player talent levels. In this setup, the modifiers themselves are not used to control the statistical output, but player ratings themselves are adjusted to balance out the league totals. This should generally moderate extreme outlier scenarios (for example, in very low level leagues, the talent needed for someone to otherwise appear Ruthian may not be that extreme). It is also recommended for minors or feeder leagues as they tend to change talent levels. If the league gets an in-flux of talent mid-season, controlling the in-game engine will more readily react to that, while the auto-calc is not run mid-season and will not adjust to the changes.&lt;br /&gt;
&lt;br /&gt;
Which option, if any, to use will depend on your level of fidelity to the totals you wish. If you want the most accurate league totals, using either auto-calc or controlling the engine will generally give the most accurate totals. But both will adjust the league output fairly aggressively to those totals, and thus you will lose some variation. The default modern game engine does not select any options, as the statistical output is calibrated to avoid &amp;quot;runaway&amp;quot; totals. In some scenarios, though, the player creation and player development engines may cause the overall league talent levels to change drastically over time. In those scenarios, it can be valuable to periodically &amp;quot;reset&amp;quot; the league totals or modifiers with an auto-calc run (or adjusting manually) to maintain balance.&lt;br /&gt;
&lt;br /&gt;
===== Other Statistical Modifiers =====&lt;br /&gt;
These options give more control over other game engine situations, along with the high-level league totals. Some of these values will change when the auto-calc is selected. Most options are described further when you mouse over the option. Do note that the default value for many of these options is not necessarily 1.000. They will vary slightly depending on how the game engine is calibrated. &lt;br /&gt;
&lt;br /&gt;
===== Position Modifiers =====&lt;br /&gt;
&#039;&#039;&#039;Position Modifiers&#039;&#039;&#039; affect the defensive aspect of the game. By adjusting these modifiers, you can alter the impact of different positions on your league, defensively. Each position has a range and error component. Increasing the Range modifier will increase the range of players at that position, putting them in a position to make more plays. Increasing the Error component increases the number of errors at that position, causing a decrease in fielding percentage. As usual, all values are relative to modern day professional baseball.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Setup_and_Support/Common_game_errors/Online_League_Game_Errors&amp;diff=2309</id>
		<title>OOTP Baseball:Setup and Support/Common game errors/Online League Game Errors</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Setup_and_Support/Common_game_errors/Online_League_Game_Errors&amp;diff=2309"/>
		<updated>2025-07-24T09:50:51Z</updated>

		<summary type="html">&lt;p&gt;Matt: added codes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
This page is for common online league game errors and possible fixes.&lt;br /&gt;
&lt;br /&gt;
==== FTP Transfer Error Codes ====&lt;br /&gt;
These error codes can occur either when you export your team, and are trying to connect to the FTP server to place your export, or when downloading an updated league file.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FTP Error Codes&lt;br /&gt;
!Error code&lt;br /&gt;
!Short Description&lt;br /&gt;
!Long Description&lt;br /&gt;
|-&lt;br /&gt;
| -100&lt;br /&gt;
|Missing Login Data&lt;br /&gt;
|No login information for the FTP server was supplied&lt;br /&gt;
|-&lt;br /&gt;
| -101&lt;br /&gt;
|Connect error&lt;br /&gt;
|Connection Error to server - verify address and internet connection&lt;br /&gt;
|-&lt;br /&gt;
| -102&lt;br /&gt;
|Download error&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| -103&lt;br /&gt;
|Wrong path&lt;br /&gt;
|Invalid path specified. Make sure that the correct folder structure is specified &lt;br /&gt;
|-&lt;br /&gt;
| -104&lt;br /&gt;
|File not found&lt;br /&gt;
|Path may exist on the server, but ensure that the actual zip/data file is present&lt;br /&gt;
|-&lt;br /&gt;
| -105&lt;br /&gt;
|Unknown Error&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| -201&lt;br /&gt;
|Connect error&lt;br /&gt;
|Could not connect to ftp server when exporting team. Check to make sure host/user/password are set correctly in client ftp options&lt;br /&gt;
|-&lt;br /&gt;
| -202&lt;br /&gt;
|Upload error&lt;br /&gt;
|Could not copy file to destination. Ensure that the FTP server permissions are correct&lt;br /&gt;
|-&lt;br /&gt;
| -203&lt;br /&gt;
|Wrong path&lt;br /&gt;
|Invalid path on FTP server. Ensure full path specification is correct&lt;br /&gt;
|-&lt;br /&gt;
| -204&lt;br /&gt;
|Wrong base folder&lt;br /&gt;
|Invalid folder on FTP server&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Import Team Error Codes ====&lt;br /&gt;
When importing, here are the error codes you may see. In most cases, it may either be due to a mismatch between the client and the commissioner being on different version, or possible an error in the upload&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Import Team Error Codes&lt;br /&gt;
!Error Code&lt;br /&gt;
!Short Description&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Wrong game date&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Wrong number of games&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Wrong team id&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Wrong build number&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Wrong league id&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|Roster not properly set or incomplete&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|Roster not properly set or incomplete - AI Reset&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Could not load team data&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|Team id not found in db&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|Could not load minor team data&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|Could not load minor team data&lt;br /&gt;
|-&lt;br /&gt;
|120&lt;br /&gt;
|Player id not found in db&lt;br /&gt;
|-&lt;br /&gt;
|121&lt;br /&gt;
|Couldn&#039;t load player data&lt;br /&gt;
|-&lt;br /&gt;
|122&lt;br /&gt;
|Couldn&#039;t load player data&lt;br /&gt;
|-&lt;br /&gt;
|123&lt;br /&gt;
|Couldn&#039;t load player data&lt;br /&gt;
|-&lt;br /&gt;
|126&lt;br /&gt;
|Missing Player in export&lt;br /&gt;
|-&lt;br /&gt;
|1261&lt;br /&gt;
|Missing Player/Failed to load&lt;br /&gt;
|-&lt;br /&gt;
|127&lt;br /&gt;
|Could not create player&lt;br /&gt;
|-&lt;br /&gt;
|128&lt;br /&gt;
|Could not load player&lt;br /&gt;
|-&lt;br /&gt;
|1281&lt;br /&gt;
|Could not load player&lt;br /&gt;
|-&lt;br /&gt;
|129&lt;br /&gt;
|Could not load player&lt;br /&gt;
|-&lt;br /&gt;
|130&lt;br /&gt;
|Coaches id not found in db&lt;br /&gt;
|-&lt;br /&gt;
|131&lt;br /&gt;
|Couldn&#039;t load coaches data&lt;br /&gt;
|-&lt;br /&gt;
|132&lt;br /&gt;
|Couldn&#039;t load coaches data&lt;br /&gt;
|-&lt;br /&gt;
|140&lt;br /&gt;
|Human manager id not found in db&lt;br /&gt;
|-&lt;br /&gt;
|141&lt;br /&gt;
|Couldn&#039;t load human manager&lt;br /&gt;
|-&lt;br /&gt;
|142&lt;br /&gt;
|Couldn&#039;t load human manager&lt;br /&gt;
|-&lt;br /&gt;
|143&lt;br /&gt;
|Couldn&#039;t load human manager&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Couldn&#039;t load contract offer&lt;br /&gt;
|-&lt;br /&gt;
|151&lt;br /&gt;
|Couldn&#039;t find contract offer&#039;s player id in db&lt;br /&gt;
|-&lt;br /&gt;
|152&lt;br /&gt;
|Couldn&#039;t load contract offer&lt;br /&gt;
|-&lt;br /&gt;
|153&lt;br /&gt;
|Couldn&#039;t find contract offer&#039;s player id in db&lt;br /&gt;
|-&lt;br /&gt;
|180&lt;br /&gt;
|Couldn&#039;t load contract offer&lt;br /&gt;
|-&lt;br /&gt;
|181&lt;br /&gt;
|Couldn&#039;t find contract offer&#039;s player id in db&lt;br /&gt;
|-&lt;br /&gt;
|182&lt;br /&gt;
|Couldn&#039;t load contract offer&lt;br /&gt;
|-&lt;br /&gt;
|183&lt;br /&gt;
|Couldn&#039;t find contract offer&#039;s player id in db&lt;br /&gt;
|-&lt;br /&gt;
|160&lt;br /&gt;
|Could not read scouting report dummy&lt;br /&gt;
|-&lt;br /&gt;
|161&lt;br /&gt;
|Could not read scouting report&lt;br /&gt;
|-&lt;br /&gt;
|162&lt;br /&gt;
|Could not read task list&lt;br /&gt;
|-&lt;br /&gt;
|170&lt;br /&gt;
|Waiver claim player id not found in db&lt;br /&gt;
|-&lt;br /&gt;
|999&lt;br /&gt;
|Checksum does not match&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/League_Menu/League_Settings/Stats_and_AI&amp;diff=2301</id>
		<title>OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/League_Menu/League_Settings/Stats_and_AI&amp;diff=2301"/>
		<updated>2025-07-18T09:47:05Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Accuracy Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}The &#039;&#039;&#039;Stats and AI&#039;&#039;&#039; screen is accessed from the Create New Game screen during game creation.&lt;br /&gt;
&lt;br /&gt;
The Stats and AI screen includes some options that allow you finely tune OOTP&#039;s strategy and statistical engines. In general, the settings on this screen are pre-configured for enjoyable game play. We don&#039;t recommend changing these settings unless you have a specific reason to do so. Additionally, since these settings can drastically impact the statistical outcomes in your league, we recommend creating test leagues where appropriate to try out certain settings before you create your final league. This screen is divided into the following sections:&lt;br /&gt;
&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#Import Settings|Import Settings]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#General AI Roster Settings|General AI Roster Settings]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#General Strategic Tendencies|General Strategic Tendencies]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#Historical Modifiers &amp;amp; Totals Options|Historical Modifiers &amp;amp; Totals Options]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#League Totals and Modifiers|League Totals and Modifiers]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#Position Modifiers|Position Modifiers]]&lt;br /&gt;
&lt;br /&gt;
===== Import Settings =====&lt;br /&gt;
&#039;&#039;&#039;Import Settings&#039;&#039;&#039; allow you to specify a real-world year on which to base your league. This does not mean that you will have players from the selected year. Rather, OOTP will use this value to automatically adjust a number of different settings to make the baseball experience more similar to that particular year in the real world, including:&lt;br /&gt;
&lt;br /&gt;
* Financial settings (ticket prices, typical salaries, etc.)&lt;br /&gt;
* League strategy settings (how often players bunt, how often closers are used, etc.)&lt;br /&gt;
* Player creation modifiers (how likely are players to hit lots of home runs, etc.)&lt;br /&gt;
&lt;br /&gt;
===== General AI Roster Settings =====&lt;br /&gt;
The &#039;&#039;&#039;General AI Roster Settings&#039;&#039;&#039; enable you to customize the approach the game&#039;s AI will take towards building its roster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Typical Starting Rotation Size&lt;br /&gt;
|The typical number of pitchers in a starting rotation in this league. Can be set to 3, 4, 5, or 6.&lt;br /&gt;
|-&lt;br /&gt;
|Starting Rotation Mode&lt;br /&gt;
|The typical way in which a manager in this league will choose his next starter.&lt;br /&gt;
|-&lt;br /&gt;
|Allow Starters in Relief&lt;br /&gt;
|Whether or not managers in this league will use members of their starting rotation as relievers when needed.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Relievers (non-DH league)&lt;br /&gt;
|The typical number of relief pitchers carried on the roster by a team in a league where the designated hitter rule is not used.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Position Players (non-DH league)&lt;br /&gt;
|The typical number of non-pitchers carried on the roster by a team in a league where the designated hitter rule is not used.&lt;br /&gt;
|-&lt;br /&gt;
|Total players on roster (non-DH league)&lt;br /&gt;
|The total number of players carried on the roster by a team in a league where the designated hitter rule is not used.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Relievers (DH league)&lt;br /&gt;
|The typical number of relief pitchers carried on the roster by a team in a league where the designated hitter rule is used.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Position Players (DH league)&lt;br /&gt;
|The typical number of non-pitchers carried on the roster by a team in a league where the designated hitter rule is used.&lt;br /&gt;
|-&lt;br /&gt;
|Total players on roster (DH league)&lt;br /&gt;
|The total number of players carried on the roster by a team in a league where the designated hitter rule is used.&lt;br /&gt;
|-&lt;br /&gt;
|Allow Two-Way Players&lt;br /&gt;
|Whether to allow humans or AI team to set players as two-way players. If disabled, the player strategy settings for two-way players will be disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== General Strategic Tendencies =====&lt;br /&gt;
&#039;&#039;&#039;General Strategic Tendencies&#039;&#039;&#039; enable you to customize the &#039;style of baseball&#039; that your league plays. Most options have five settings to choose from: Very Rarely, Rarely, Normal, Often, or Very Often. Exceptions are noted below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Use of Relievers&lt;br /&gt;
|How frequently the computer will use relief pitchers.&lt;br /&gt;
|-&lt;br /&gt;
|Use of Closers&lt;br /&gt;
|How frequently the computer will use closers.&lt;br /&gt;
|-&lt;br /&gt;
|Pitcher Stamina&lt;br /&gt;
|A measure of how quickly pitchers tire in your league. Can be set to Very Low, Low, Normal, High, or Very High.&lt;br /&gt;
|-&lt;br /&gt;
|Hook for Starting Pitcher&lt;br /&gt;
|A measure of how soon to relieve a starting pitcher when he runs into trouble.&lt;br /&gt;
|-&lt;br /&gt;
|Hook for Relief Pitcher&lt;br /&gt;
|A measure of how soon to replace a reliever when he runs into trouble.&lt;br /&gt;
|-&lt;br /&gt;
|Use of Relievers&lt;br /&gt;
|The overall frequency with which the AI will bring relief pitchers into the game.&lt;br /&gt;
|-&lt;br /&gt;
|Use of Openers&lt;br /&gt;
|The frequency with which the AI will choose to use the Opener/Closer setup for its pitching rotation.&lt;br /&gt;
|-&lt;br /&gt;
|Pitcher Stamina&lt;br /&gt;
|A league-wide adjustment of how quickly pitchers tend to become fatigued, allowing simulation of eras or leagues where pitcher appearances tended to last much longer or shorter than the historical norm.&lt;br /&gt;
|-&lt;br /&gt;
|Pinch Hit for Pitchers&lt;br /&gt;
|How frequently the computer will pinch hit for pitchers.&lt;br /&gt;
|-&lt;br /&gt;
|Pinch Hit for Position Players&lt;br /&gt;
|How frequently the computer will pinch hit for position players.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Substitutions&lt;br /&gt;
|How frequently the computer will substitute players late in games to insert players who are better defensively.&lt;br /&gt;
|-&lt;br /&gt;
|Stealing Bases&lt;br /&gt;
|How frequently the computer will attempt to steal bases.&lt;br /&gt;
|-&lt;br /&gt;
|Hit &amp;amp; Run&lt;br /&gt;
|How frequently the computer will attempt a hit &amp;amp; run play.&lt;br /&gt;
|-&lt;br /&gt;
|Bunting&lt;br /&gt;
|How frequently the computer will bunt.&lt;br /&gt;
|-&lt;br /&gt;
|Infield Shifts&lt;br /&gt;
|How frequently the computer will use an infield shift.&lt;br /&gt;
|-&lt;br /&gt;
|Catcher Framing Impact&lt;br /&gt;
|How much of an effect catcher framing will have on pitcher performance. Higher values will increase the effectiveness of catchers at &amp;quot;framing&amp;quot; borderline pitches so they are more likely to be called a strike by the umpire.&lt;br /&gt;
|}&lt;br /&gt;
General strategic tendencies affect the entire league. Similar settings are available at the player or coach level to change the tendencies for individuals one at a time.&lt;br /&gt;
&lt;br /&gt;
===== League Totals and Modifiers =====&lt;br /&gt;
&#039;&#039;&#039;League Totals and Modifiers&#039;&#039;&#039; are the main piece in modifying your league output. While player creation modifiers affect player ratings and potential, league totals and modifiers are used to directly affect the statistical output of a league. This information is most commonly used by historical players who want overall statistical results to match a specific target. They may also be used by players who wish to match a specific era of baseball in their league, even if not playing in a historical league.&lt;br /&gt;
&lt;br /&gt;
OOTP generates a league total for each category, noted in the left column. The league total acts as the basis for the calculation engine. In historical leagues, these are the real league totals from the imported year. In fictional leagues it&#039;s the major league totals from the most recently completed season. The league totals do NOT directly equate to how many of these events you will see in your league! They are simply a basis for calculation, which ensures the ratios of these events remain accurate compared to real life. In a perfectly balanced league, with perfectly balanced other modifiers, you can expect the totals to approach those values.&lt;br /&gt;
&lt;br /&gt;
As a more intuitive alternative, the right column contains &#039;&#039;modifiers&#039;&#039;, with a default setting of 1.000 for most values. These modifiers can be used to adjust the statistical output of your league. For example, if you want 10% more home runs, instead of adjusting the home run &#039;&#039;totals&#039;&#039;, just change the home runs &#039;&#039;modifier&#039;&#039; to 1.100.&lt;br /&gt;
&lt;br /&gt;
One important point to understand about the league totals and modifiers is that, unlike player creation modifiers, league totals &#039;&#039;directly affect the statistical output of the game engine&#039;&#039;. They have no impact at all on player ratings, potential, or player development. Even if you reduce your home run league total modifier to 0.150, your slugger with a 100 Power rating would still have 100 Power, and he would still hit more home runs than other players. But the numbers of home runs across the league overall would be drastically reduced.&lt;br /&gt;
&lt;br /&gt;
It is generally recommended to set the league totals to the desired outputs you wish to see in your league (or select from a pre-set), and then use the other options available depending on how strict you wish to get to those totals.&lt;br /&gt;
&lt;br /&gt;
In Historical Leagues, you may wish to select the &#039;&#039;&#039;Lock League Total Stats&#039;&#039;&#039; checkbox, if you wish the league totals to not update as you advance through seasons. Thus, if you wish to create a league that will always maintain 1980 stat levels, you may select 1980 in the dropdown and then lock the totals.&lt;br /&gt;
&lt;br /&gt;
===== Prior Version Functionality =====&lt;br /&gt;
Prior to OOTP 25, adjusting league totals worked counter-intuitively. The results in your league are &#039;&#039;inversely&#039;&#039; related to the league totals. In other words, if you increase the triples total from 1,000 to 2,000, it would actually result in FEWER triples in your league! The league totals indicated what an average player was expected to hit, and so when a value was increased, that was equivalent to changing what an average player did. We do not recommend adjusting your league totals directly unless you&#039;re just messing around, or you are experienced in working with our league totals!&lt;br /&gt;
&lt;br /&gt;
===== Accuracy Settings =====&lt;br /&gt;
&#039;&#039;&#039;Accuracy Settings&#039;&#039;&#039; give you further flexibility in controlling the statistical output of your league. There are multiple options available, depending on which level of accuracy you wish to maintain. Each option is described further in-game, when hovering the mouse over the option as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use Auto-Calc of Modifiers&#039;&#039;&#039;: For the highest fidelity towards the league totals, this box may be selected. In this instance, the league will be simmed on opening day, and the league settings and modifiers will be adjusted to ensure that the overall league totals should come out accurately. This will ensure the highest level of accuracy to the totals, but it will also hide outliers. For example, if the league has an influx of power hitters, the auto-calc may aggressively lower the HR modifier to ensure the league totals come out accurately. This functionality may also be run manually with the &#039;&#039;&#039;Auto-Calc Modifiers&#039;&#039;&#039; button, which appears above the league totals section. If you are not using the automatic auto-calc, you may wish to periodically run the option manually to at least ensure your league totals don&#039;t deviate too much.&lt;br /&gt;
&lt;br /&gt;
Auto-calc may change some league settings, in order to avoid having modifiers that deviate far from the defaults.&lt;br /&gt;
&lt;br /&gt;
In a non-replay league with historical players but talent that varies from historical, league totals will be close to historical but player performance may be different that what would be expected from their ratings. Talent among the high use players varies in such leagues for many reasons. Some are non historical starting lineups, presence of players who retired historically but not in the save, absence of players who were injured in the save but not historically, use of three year or five year rating basis rather than one year, Development set to on, and Talent Change Randomness set to on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use Pre-Calculated Modifiers&#039;&#039;&#039;: This setting will load in modifiers that have been calculated for each historical season. These may help give some slight adjustments to the general totals based on certain characteristics of the year. Generally speaking, this may not necessarily increase the overall accuracy beyond simply leaving the modifiers at the default, but in some cases it may help.&lt;br /&gt;
&lt;br /&gt;
In a non-replay league with historical players but talent that varies from historical, player output will be closer to what would be expected by their ratings while overall league totals will not be as close. Talent among the high use players varies in such leagues for many reasons. Some are non historical starting lineups, presence of players who retired historically but not in the save, absence of players who were injured in the save but not historically, use of three year or five year rating basis rather than one year, Development set to on, and Talent Change Randomness set to on.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatically Control In-Game Engine&#039;&#039;&#039;: This option is recommended most for minor leagues, or for leagues with extreme player talent levels. In this setup, the modifiers themselves are not used to control the statistical output, but player ratings themselves are adjusted to balance out the league totals. This should generally moderate extreme outlier scenarios (for example, in very low level leagues, the talent needed for someone to otherwise appear Ruthian may not be that extreme). It is also recommended for minors or feeder leagues as they tend to change talent levels. If the league gets an in-flux of talent mid-season, controlling the in-game engine will more readily react to that, while the auto-calc is not run mid-season and will not adjust to the changes.&lt;br /&gt;
&lt;br /&gt;
Which option, if any, to use will depend on your level of fidelity to the totals you wish. If you want the most accurate league totals, using either auto-calc or controlling the engine will generally give the most accurate totals. But both will adjust the league output fairly aggressively to those totals, and thus you will lose some variation. The default modern game engine does not select any options, as the statistical output is calibrated to avoid &amp;quot;runaway&amp;quot; totals. In some scenarios, though, the player creation and player development engines may cause the overall league talent levels to change drastically over time. In those scenarios, it can be valuable to periodically &amp;quot;reset&amp;quot; the league totals or modifiers with an auto-calc run (or adjusting manually) to maintain balance.&lt;br /&gt;
&lt;br /&gt;
===== Other Statistical Modifiers =====&lt;br /&gt;
These options give more control over other game engine situations, along with the high-level league totals. Some of these values will change when the auto-calc is selected. Most options are described further when you mouse over the option. Do note that the default value for many of these options is not necessarily 1.000. They will vary slightly depending on how the game engine is calibrated. &lt;br /&gt;
&lt;br /&gt;
===== Position Modifiers =====&lt;br /&gt;
&#039;&#039;&#039;Position Modifiers&#039;&#039;&#039; affect the defensive aspect of the game. By adjusting these modifiers, you can alter the impact of different positions on your league, defensively. Each position has a range and error component. Increasing the Range modifier will increase the range of players at that position, putting them in a position to make more plays. Increasing the Error component increases the number of errors at that position, causing a decrease in fielding percentage. As usual, all values are relative to modern day professional baseball.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Player_Model/Player_Positions_and_Roles&amp;diff=2292</id>
		<title>OOTP Baseball:Important Game Concepts/The Player Model/Player Positions and Roles</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Player_Model/Player_Positions_and_Roles&amp;diff=2292"/>
		<updated>2025-05-15T08:37:20Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}Each player in OOTP has a single &#039;&#039;&#039;assigned position&#039;&#039;&#039; that is displayed on the [[OOTP Baseball:Screens and Menus/Player Profile|Player Profile]], on player lists that show player positions, and in various reports.&lt;br /&gt;
&lt;br /&gt;
A player can only have one assigned position at a time. Think of it as where the organization plans to play him. However, the assigned position has no impact on where a player actually has to &#039;&#039;play&#039;&#039;. You could place a pitcher in left field or a third baseman at first base, if you so desired. The assigned position is just a way of labeling the player for easy reference.&lt;br /&gt;
&lt;br /&gt;
===== Changing a Player&#039;s Assigned Position =====&lt;br /&gt;
You can change a player&#039;s assigned position by using the &#039;&#039;&#039;Set Position To...&#039;&#039;&#039; action menu that is available at the bottom of every screen in the [[OOTP Baseball:Screens and Menus/Player Profile|Player Profile]]. [[OOTP Baseball:Important Game Concepts/The Human Manager Model/Commissioners|Commissioners]] can also change player positions through the [[OOTP Baseball:Important Game Concepts/Tools, Functions, and Editors|Player Editor]].&lt;br /&gt;
&lt;br /&gt;
===== Player Ratings at Multiple Positions =====&lt;br /&gt;
As described in the Defensive Ratings section, players receive a numeric rating at any position they are qualified to play. A single player may have ratings at one, three, or even nine positions. So, a player&#039;s assigned position isn&#039;t necessarily the only position he can play. In fact, it may not even be his &#039;&#039;best&#039;&#039; position. For example, you might have a good third baseman who plays an average shortstop, but you also have an All-Star third baseman. So, you have the All-Star play third, while the first player plays short. In this case, his assigned position could be 3B OR SS - it doesn&#039;t really matter which. Player ratings at each position can be seen on the [[OOTP Baseball:Screens and Menus/Player Profile|Player Profile]], the Ratings page, or in any player list using the Position Ratings view.&lt;br /&gt;
&lt;br /&gt;
In the example above, the player is an outstanding first baseman and a fair second baseman. Because he has ratings at these positions, he can play any of those positions without suffering any undue penalties. This player might have an assigned position of first base, but he could well be your best second baseman, too!&lt;br /&gt;
&lt;br /&gt;
===== Playing out of Position =====&lt;br /&gt;
Even if your player does not have a rating at a position, you can still play him at any position in a game. Just place him wherever you would like in your lineup or depth chart. You could even place a second baseman in your pitching rotation, although he&#039;s not likely to do well. However, a player who is not rated at a position is well below average in his ability at that position, and is likely to have poor range and make frequent errors.&lt;br /&gt;
&lt;br /&gt;
===== Learning New Positions =====&lt;br /&gt;
Players learn new positions through practice. The best way to accomplish this is by having them play in a new position. Players learn more quickly when they play regularly in the minor leagues, or in spring training. The more a player plays at a certain position, the more he improves. After he has acquired a certain amount of experience at a position, he will be given a position rating that will display on his profile.&lt;br /&gt;
OOTP follows the concept of the &amp;quot;defensive spectrum.&amp;quot; The defensive spectrum is as follows: DH - 1B - LF - RF - 3B - CF - 2B - SS. Generally speaking, the further to the right, the harder the position is to play and the harder it will be to convert a player to that position. Position players can learn to play catcher, but it often takes a very long time, and they typically don&#039;t make very good ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: A player may lose experience over time if he does not play a position for many years. He may also lose a rating at a position if one of the component skills drops below a certain value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Historical Players With Recalc ====&lt;br /&gt;
Historical players are rated for positions they played historically during the selected rating period. Position ratings are based on the amount of experience at the position and the basic skills (Range, Arm, etc.) of the category of the position (Catcher, Infield, Outfield).&lt;br /&gt;
&lt;br /&gt;
A player may gain a rating at a position he didn&#039;t play historically by playing in spring training or in games, and gaining experience at the position. Spring training is a good time to teach players new positions. IMPORTANT: If playing with historical lineups enabled, players will not gain experience at new positions.&lt;br /&gt;
&lt;br /&gt;
Starting with OOTP 25, the ability to learn new positions in Spring Training is reduced when recalc is selected even when development is on. To obtain prior functionality turn recalc off during spring training.&lt;br /&gt;
&lt;br /&gt;
Players who changed categories in real life lose their rating in their old category and gain a rating in their new category at the historic time. An example is Robin Yount who switched from SS to CF.&lt;br /&gt;
===== Pitching Roles =====&lt;br /&gt;
In addition to a position, pitchers also have a &#039;&#039;&#039;role&#039;&#039;&#039;, which can be set to one of three values: starting pitcher (SP), middle reliever (MR), or closer (CL). Just as with assigned positions, pitcher roles do not affect a pitcher&#039;s ability. (As mentioned in [[OOTP Baseball:Important Game Concepts/The Player Model/Baseball Ratings/Pitching Ratings|Pitching Ratings]], relief pitchers gain a small bonus to stuff.) However, some pitchers might be better in certain roles. For example, pitchers with very low Stamina or few effective pitches make poor starting pitchers. Roles also play a part in how the computer managers make decisions. For example, the computer is unlikely to place a closer in a starting spot.&lt;br /&gt;
&lt;br /&gt;
Again, there&#039;s no reason you can&#039;t put a MR into your starting rotation. However, note that news articles involving pitchers will use the pitcher&#039;s role to decide what kind of information to present. News articles about starters are likely to include wins and losses, for example, while news articles about closers are likely to mention saves.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Creating_Games/Importing_OOTP_24_Games&amp;diff=2221</id>
		<title>OOTP Baseball:Creating Games/Importing OOTP 24 Games</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Creating_Games/Importing_OOTP_24_Games&amp;diff=2221"/>
		<updated>2025-02-11T09:32:27Z</updated>

		<summary type="html">&lt;p&gt;Matt: Matt moved page OOTP Baseball:Creating Games/Importing OOTP 24 Games to OOTP Baseball:Creating Games/Importing Earlier Games: generic page title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[OOTP Baseball:Creating Games/Importing Earlier Games]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Creating_Games/Importing_Earlier_Games&amp;diff=2220</id>
		<title>OOTP Baseball:Creating Games/Importing Earlier Games</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Creating_Games/Importing_Earlier_Games&amp;diff=2220"/>
		<updated>2025-02-11T09:32:27Z</updated>

		<summary type="html">&lt;p&gt;Matt: Matt moved page OOTP Baseball:Creating Games/Importing OOTP 24 Games to OOTP Baseball:Creating Games/Importing Earlier Games: generic page title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Importing games from OOTP 24 is simple. Just use the following steps:&lt;br /&gt;
&lt;br /&gt;
# From the Main page, click on the &#039;&#039;&#039;Import OOTP 24 League&#039;&#039;&#039; button. A file browser window will appear.&lt;br /&gt;
# Browse to the &#039;&#039;&#039;.lg&#039;&#039;&#039; directory for your old saved game.&lt;br /&gt;
# Once you have found your game directory, such as &#039;MyGame.lg,&#039; browse into that folder and find the &#039;&#039;&#039;world.dat&#039;&#039;&#039; file.&lt;br /&gt;
# Select this file, and then click the &#039;&#039;&#039;Confirm&#039;&#039;&#039; button.&lt;br /&gt;
# You will be prompted to enter a new name for your imported game file. Enter a name, and then click the &#039;&#039;&#039;Import Now&#039;&#039;&#039; button. Your game will now be converted to the current game format.&lt;br /&gt;
&lt;br /&gt;
===== Notes about Importing Games from OOTP 24 =====&lt;br /&gt;
Each version of OOTP brings new functionality and changes in the algorithms that make up key aspects of the game like statistical output, scouting ratings, financial calculations, and player development. As a result, while we always attempt to make previous versions import smoothly, there is always risk, and there is no guarantee that your league will behave precisely the same after importing into OOTP.&lt;br /&gt;
&lt;br /&gt;
* Importing a game does not change or damage the original saved game. It makes a copy of your original files, leaving them unchanged. Even so, it is always safest to back up your game files before importing.&lt;br /&gt;
* Importing a game can take some time. The larger your league is, and the more history it has, the longer it will take. When importing a game, you might want to set aside a chunk of time for the import process.&lt;br /&gt;
* You can import a game file at any time during your game&#039;s calendar year. However, for league consistency, we recommend converting after your last playoff game, before proceeding to the offseason.&lt;br /&gt;
* We highly recommend making a backup of your newly imported league, and auto-playing several seasons into the future, to assess whether the upgrade has caused any major changes or imbalances in your league.&lt;br /&gt;
&lt;br /&gt;
===== Importing Files from before OOTP 24 =====&lt;br /&gt;
OOTP cannot directly import files from versions prior to OOTP 24, but all is not lost if you have one of those versions. You can download demo versions of older versions of our product from https://www.ootpdevelopments.com/ootp-prior-version/ or http://www.ootpdevfiles.com. The demo versions can be used to convert earlier versions of the game. For example, OOTP 17 can convert OOTP 16 games. Once you have your file into OOTP 24 format, you can import it into OOTP 25!&lt;br /&gt;
&lt;br /&gt;
===== Other Importing Notes =====&lt;br /&gt;
&lt;br /&gt;
* Player ratings and scouted ratings may shift.&lt;br /&gt;
* Daily lineups are not saved and brought forward - they will have to be reset after import&lt;br /&gt;
* Historical leagues with historical financials may notice that average league settings end up changing fairly drastically the next year. You may need some manual edits to make sure finances stay in line with the new values&lt;br /&gt;
* Modifiers may need substantial change after import. It is HIGHLY recommended to only upgrade in the off-season, and to run an auto-calc of modifiers at the earliest interval. This is especially critical for any leagues which have talent ranges or modifiers outside of the norms. Other than the base calculations for AVG, HR, etc. the following settings also may need extra attention: SB attempts and SB pct (should be balanced around 1 for each, may want SB Attempts slightly lower for modern day), Error modifiers (all positions should be around 1, perhaps slightly below, except perhaps SS which may be more around 1.1, although historical games may have quite different modifiers)&lt;br /&gt;
&lt;br /&gt;
===== Special hints for Apple users =====&lt;br /&gt;
If you can&#039;t access the saved games folder of OOTP 24 from OOTP 25, you might have to use an intermediate folder. Locate the saved game which you&#039;d like to import . To do that, start OOTP 24, open the Settings dialog, open the Troubleshooting tab and click on &amp;quot;Open folder containing saved games&amp;quot;. In the Finder window, right-click on the saved game folder and select &amp;quot;Copy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Then open OOTP 25, open the Settings dialog, open the Troubleshooting tab, click on &amp;quot;Open folder containing saved games&amp;quot;, right-click into the folder and select &amp;quot;Paste&amp;quot; to insert the league folder. We suggest you rename it then, for example add a &amp;quot;ootp24&amp;quot; prefix. Now you can see and select that folder when you use the &amp;quot;Import From OOTP 24&amp;quot; button.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Creating_Games/Custom_Games&amp;diff=2219</id>
		<title>OOTP Baseball:Creating Games/Custom Games</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Creating_Games/Custom_Games&amp;diff=2219"/>
		<updated>2025-02-10T14:13:16Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}&lt;br /&gt;
OOTP&#039;s &#039;&#039;&#039;custom game&#039;&#039;&#039; feature allows you to define every aspect of your game. It offers the most flexibility in creating your perfect baseball universe. When creating custom games, OOTP offers a &#039;&#039;&#039;League Creation Wizard&#039;&#039;&#039;, which will walk you through the process of configuring your saved game with the most common rules and options. However, at any time you can drop into Advanced Mode, where you have access to every possible setting. This section of the online manual will show you how the League Creation Wizard works.&lt;br /&gt;
&lt;br /&gt;
To create a custom game, just click on the &#039;&#039;&#039;New Custom Game&#039;&#039;&#039; button on the Main page. The League Creation Wizard will open automatically.&lt;br /&gt;
&lt;br /&gt;
You can create a historical game through the league creation wizard. For the specific differences there, you can check out the [[OOTP Baseball:Creating Games/Historical Games]] Options.&lt;br /&gt;
&lt;br /&gt;
===== Step 1 - Select League Structure =====&lt;br /&gt;
In Step 1 of the Standard League Creation Wizard, pick your league structure, or choose one of the standard league configurations on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
===== Step 2 - Set Up League/Teams =====&lt;br /&gt;
Your selected league will load, and you can make any edits you desire to the league&#039;s basic information, the subleague and division structure, and the team data.    You can also switch to historical team selection at this point.&lt;br /&gt;
&lt;br /&gt;
===== Steps 3 and 4 - Other settings =====&lt;br /&gt;
In the following steps, you can decide the league&#039;s financial settings, schedule setup, the accuracy of scouting in your game, the scales used to display player ratings, and your preferences for the FaceGen settings that determine how player portraits are created.&lt;br /&gt;
&lt;br /&gt;
===== Step 5 - Game settings =====&lt;br /&gt;
First, decide on a name for your game and the starting year for your game. You can also decide how often the game will save automatically - daily, weekly, monthly, or yearly.&lt;br /&gt;
&lt;br /&gt;
Then, select a name, nationality, and birth date for your manager.&lt;br /&gt;
&lt;br /&gt;
Next, decide whether or not to play in Commissioner Mode. If the &#039;&#039;&#039;Play in Commissioner Mode&#039;&#039;&#039; check box is selected, this manager is also the [[OOTP Baseball:Important Game Concepts/Commissioners|commissioner]] and has the ability to interact with the game in many ways that managers can&#039;t.  You can also choose to act only as a General Manager, in which case on-field management will be handled by your manager, and whether or not you cannot be fired.&lt;br /&gt;
&lt;br /&gt;
===== Step 6 - Team Selection =====&lt;br /&gt;
Finally, select a team to manage. During league creation, you can choose to manage any team in your league. You can choose to start unemployed, but be careful - once you start the game, you are at the mercy of team owners, who might not want to hire a greenhorn like you! Read more about [[OOTP Baseball:Important Game Concepts/The Human Manager Model|human manager identities]] in OOTP for more information.&lt;br /&gt;
&lt;br /&gt;
When you are done, click &#039;&#039;&#039;Start Game&#039;&#039;&#039;! OOTP will process all the information you have selected and drop you onto the [[OOTP Baseball:Screens and Menus/Manager Menu/Manager&#039;s Office|Manager Home Screen]]. If you want to add more leagues into this world, you can do so through the [[OOTP Baseball:Screens and Menus/Game Settings/Setup and Options|Game Setup]] option.&lt;br /&gt;
&lt;br /&gt;
You can also cancel out of the League Creation Wizard at any time, or click to switch into Advanced Mode.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/Team_Menu/Player_Development/Development_Lab&amp;diff=2218</id>
		<title>OOTP Baseball:Screens and Menus/Team Menu/Player Development/Development Lab</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/Team_Menu/Player_Development/Development_Lab&amp;diff=2218"/>
		<updated>2025-02-08T14:31:06Z</updated>

		<summary type="html">&lt;p&gt;Matt: Undo revision 2215 by Brad K (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}[[File:Player Development Lab.jpg|thumb|Player Development Lab]]The &#039;&#039;&#039;Development Lab/Practice Facility&#039;&#039;&#039; screen is where teams make decisions about who to help boot their development by sending to them to the Development facilities!  &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;
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 lengths, depending on the length of the offseason and spring training. 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. Generally, 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 potential rating improvement. &#039;&#039;&#039;**NOTE**&#039;&#039;&#039; Not all poor results will give a negative outcome but some will regress related ratings.&lt;br /&gt;
&lt;br /&gt;
After an initial five day assessment period, the player will get a scouting report update and be locked in to the lab until the program is completed. Up until the assessment is over, you can remove the player with the (x) button.&lt;br /&gt;
&lt;br /&gt;
There are also four progress indicators that will be displayed while a player is at the facility; struggling, frustrated, on track, excelling. Each of these correspond to the projected outcome of this player&#039;s training. This will constantly change and update as the player progresses with his training.&lt;br /&gt;
&lt;br /&gt;
Development programs are 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;
=== Common Programs ===&lt;br /&gt;
&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 they will get a velocity boost. A batter that gets an Outstanding outcome they will get a potential power rating boost.&lt;br /&gt;
&lt;br /&gt;
=== Pitcher Specific Programs ===&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;
&lt;br /&gt;
=== Batter Specific Programs ===&lt;br /&gt;
&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 control. 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;
&lt;br /&gt;
&#039;&#039;&#039;Tips and Tricks&#039;&#039;&#039; - having good coaches, players with positive personalities and good morale, and even a player&#039;s younger age could possibly give a slight bonus at getting better outcomes.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Player_Model/Suspensions&amp;diff=2217</id>
		<title>OOTP Baseball:Important Game Concepts/The Player Model/Suspensions</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Player_Model/Suspensions&amp;diff=2217"/>
		<updated>2025-02-08T14:28:43Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}Players in OOTP may be suspended for a variety of reasons, from on-field behavior to off-field incidents.&lt;br /&gt;
&lt;br /&gt;
===== In-Game Incidents =====&lt;br /&gt;
Baseball players are competitive people, and sometimes hotter heads prevail. Just as in real life, if a pitcher throws a few too close to the batters, or hits another player, players can charge the mound. Argued calls can get players ejected from the game. Once an in-game incident occurs, there is a good chance that the involved players will be suspended by the league. Suspensions can also be disabled entirely via the Enable Suspensions checkbox in the Suspension, Injury, and Fatigue Options section of the Game Options page. After game creation, this can be changed at any time.&lt;br /&gt;
&lt;br /&gt;
===== Off-Field Incidents =====&lt;br /&gt;
With storylines enabled, players may be suspended due to a narrative storyline. These generally are minor incidents intended to add color to the universe.&lt;br /&gt;
In some leagues, players may also get suspended for performance-enhancing drugs. These are generated as part of the off-field injury system, and may hit at random.&lt;br /&gt;
&lt;br /&gt;
===== Viewing Suspended Players =====&lt;br /&gt;
Suspensions can be seen on the Health Status section of any screen in the Player Profile:&lt;br /&gt;
&lt;br /&gt;
In addition, they can be seen on any player list, where they are indicated by a striped icon and the player&#039;s name in blue text.&lt;br /&gt;
&lt;br /&gt;
A news article will also be generated any time players are suspended.&lt;br /&gt;
&lt;br /&gt;
Suspended players may be placed on the restricted list. In-game, this is noted by adding them to the injured list, where they may be replaced with another player for the duration of the suspension. All suspensions in this regard are treated the same, there is no differentiator in suspension types for this system.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Player_Model/Suspensions&amp;diff=2216</id>
		<title>OOTP Baseball:Important Game Concepts/The Player Model/Suspensions</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Player_Model/Suspensions&amp;diff=2216"/>
		<updated>2025-02-08T14:23:33Z</updated>

		<summary type="html">&lt;p&gt;Matt: Reverted edit by Brad K (talk) to last revision by Twins 34&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}Suspensions are a part of today&#039;s baseball, be they due to on-the-field incidents or drugs. OOTP allows for the suspension of players for both of these reasons.&lt;br /&gt;
&lt;br /&gt;
===== In-Game Incidents =====&lt;br /&gt;
Baseball players are competitive people, and sometimes hotter heads prevail. Just as in real life, if a pitcher throws a few too close to the batters, or hits another player, players can charge the mound. Argued calls can get players ejected from the game. Once an in-game incident occurs, there is a good chance that the involved players will be suspended by the league. Suspensions can also be disabled entirely via the Enable Suspensions checkbox in the Suspension, Injury, and Fatigue Options section of the Game Options page. After game creation, this can be changed at any time.&lt;br /&gt;
&lt;br /&gt;
===== Viewing Suspended Players =====&lt;br /&gt;
Suspensions can be seen on the Health Status section of any screen in the Player Profile:&lt;br /&gt;
&lt;br /&gt;
In addition, they can be seen on any player list, where they are indicated by a striped icon and the player&#039;s name in blue text.&lt;br /&gt;
&lt;br /&gt;
A news article will also be generated any time players are suspended.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Player_Model/Player_Retirement&amp;diff=2193</id>
		<title>OOTP Baseball:Important Game Concepts/The Player Model/Player Retirement</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Player_Model/Player_Retirement&amp;diff=2193"/>
		<updated>2025-01-21T14:20:46Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}Eventually, players will retire in OOTP. There is no preset age when this will happen but players will retire when they did historically if the Retire According To History option is selected. Retirement occurs at the end of the season.  Players who have suffered career-ending injuries will always retire at the end of a season. If a player retires while he is still under contract, the remaining term of the contract is voided, and the team no longer has to pay the player.&lt;br /&gt;
&lt;br /&gt;
Depending on their mail settings, the General Manager may receive a notice when players retire. The event will be noted in both the team and league transaction logs.&lt;br /&gt;
&lt;br /&gt;
Players in OOTP will not come out of retirement to return to the list of active players by default. In historical replay modes, players who miss seasons (or retire and return later) will return during the off-season before they resume playing. Commissioners can manually force players to retire or unretire.&lt;br /&gt;
&lt;br /&gt;
Retired players are listed on the Retired Players page.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/Player_Profile/Player_Ratings/Other_Ratings&amp;diff=2183</id>
		<title>OOTP Baseball:Screens and Menus/Player Profile/Player Ratings/Other Ratings</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/Player_Profile/Player_Ratings/Other_Ratings&amp;diff=2183"/>
		<updated>2025-01-18T13:46:38Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}There are six other offensive ratings: &#039;&#039;&#039;Speed&#039;&#039;&#039;, &#039;&#039;&#039;Stealing Aggressiveness,&#039;&#039;&#039; &#039;&#039;&#039;Stealing Ability&#039;&#039;&#039;, &#039;&#039;&#039;Baserunning&#039;&#039;&#039;, &#039;&#039;&#039;Sacrifice Bunt&#039;&#039;&#039;, &#039;&#039;&#039;Bunt for Hit&#039;&#039;&#039;, and &#039;&#039;&#039;Hitter Type&#039;&#039;&#039;. Unlike hitting and pitching ratings, these &amp;quot;other&amp;quot; ratings do not have corresponding potential ratings. These ratings can be seen on the Player Profile and the Ratings page.&lt;br /&gt;
&lt;br /&gt;
===== Speed =====&lt;br /&gt;
Speed is a measure of how quickly a player can run from one base to the next. Players with a high Speed rating are more likely to advance on balls in play, to turn a double into a triple (if the player does not have a separate &amp;quot;Triple Ratio&amp;quot; rating) and score runs. As of OOTP 25, Speed does not directly impact the player&#039;s ability to steal bases, or the frequency that the player tries to steal. While the Speed rating is only used on offense, it is correlated with defensive Range ratings, and as a player&#039;s Speed decreases with age, his Range is also likely to decrease.&lt;br /&gt;
&lt;br /&gt;
===== Stealing Aggressiveness =====&lt;br /&gt;
Stealing Aggressiveness is a measure of how aggressive a player will be in trying to steal bases. This aggressiveness is still influenced on their innate stealing ability - a player with a poor stealing ability will still not attempt many steals even with a high aggressiveness, likely a player with a high stealing ability will still run often.&lt;br /&gt;
&lt;br /&gt;
===== Stealing Ability =====&lt;br /&gt;
Stealing is a measure of how good a player is at stealing. Players with higher Stealing Ability will be more successful in these attempts.&lt;br /&gt;
&lt;br /&gt;
===== Baserunning =====&lt;br /&gt;
Baserunning is a measure of a player&#039;s ability when running the bases. Players with a high rating in Baserunning are more likely to take advantage of fielder miscues to advance a base, and less likely to get thrown out due to baserunning mistakes.&lt;br /&gt;
&lt;br /&gt;
===== Sacrifice Bunt =====&lt;br /&gt;
Sacrifice Bunt is a measure of how well a player can execute a sacrifice bunt. Players with a high rating in Sacrifice Bunt are more likely to execute the bunt correctly, advancing the runner. They are also less likely to strike out while bunting.&lt;br /&gt;
&lt;br /&gt;
===== Bunt for Hit =====&lt;br /&gt;
Bunt for Hit is a measure of how well a player can execute bunt in an attempt to reach base safely. Players with a high rating in Bunt for Hit are more likely to bunt to a good location for reaching base. Players with high Running Speed and high Bunt for Hit have the best chance at bunting for a hit. Left-handed hitters are also better at bunting for a hit.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/Player_Profile/Player_Ratings/Defensive_Ratings&amp;diff=2182</id>
		<title>OOTP Baseball:Screens and Menus/Player Profile/Player Ratings/Defensive Ratings</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/Player_Profile/Player_Ratings/Defensive_Ratings&amp;diff=2182"/>
		<updated>2025-01-18T13:42:50Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}Players in OOTP have separate defensive ratings for outfield positions, infield positions and catcher. Furthermore, players have individual defensive position ratings for each position they are qualified to play. Defensive ratings can be seen on the Player Profile, the Ratings page, or in any list of players using the Fielding Ratings view.&lt;br /&gt;
&lt;br /&gt;
===== Range =====&lt;br /&gt;
Range is a measure of how well a defensive player can reach a ball in play. Players with high Range ratings are more likely to reach a batted ball and potentially make an out. For example, a shortstop with good Range might reach a groundball to his right, whereas a shortstop with poor Range might not reach the ball, letting it go into left field for a single. Players have separate ratings for Infield and Outfield Range.&lt;br /&gt;
&lt;br /&gt;
===== Error =====&lt;br /&gt;
Error is a measure of how likely a defensive player is to commit an error. This rating includes both fielding errors (dropping or misplaying the ball) and throwing errors (pulling the first baseman off the bag, throwing inaccurately). The Error rating is inversely related to errors. That is, players with high Error ratings are &#039;&#039;less&#039;&#039; likely to commit errors. Players have separate ratings for Infield and Outfield Error.&lt;br /&gt;
&lt;br /&gt;
===== Arm =====&lt;br /&gt;
Arm is a measure of the strength of a player&#039;s arm. This rating includes both arm strength and arm accuracy. Players with higher Arm ratings are more likely to throw out runners on a close play. Players have separate ratings for Infield and Outfield Arm.&lt;br /&gt;
&lt;br /&gt;
For catchers, Arm affects the likelihood that the player will throw out a runner trying to steal, as well as the frequency that runners attempt to steal.&lt;br /&gt;
&lt;br /&gt;
===== Turn Double Play =====&lt;br /&gt;
Turn Double Play is a measure of how well infielders (including pitchers and catchers) can turn double plays. Players with high Turn Double Play ratings are more likely to successfully turn double plays when given the opportunity.&lt;br /&gt;
&lt;br /&gt;
===== Blocking =====&lt;br /&gt;
Blocking is a measure of a catcher&#039;s ability to block balls in the dirt. Players with higher Blocking will commit fewer passed balls.&lt;br /&gt;
&lt;br /&gt;
===== Framing =====&lt;br /&gt;
Framing is a measure of a catcher&#039;s ability to get called strikes on pitches on the border of the strike zone. Catchers with higher Framing will end up getting more strikeouts and fewer walks for their pitchers.&lt;br /&gt;
&lt;br /&gt;
===== Position Ratings =====&lt;br /&gt;
Each player also receives a numeric rating at any position they are qualified to play. This rating is a composite measure of a player&#039;s overall defensive ability at a given position, which is also influenced by the player&#039;s experience at the position. Individual ratings exist for each defensive position. Players can have ratings at one or more positions. Players with higher position ratings are generally better overall defensively at that position.&lt;br /&gt;
&lt;br /&gt;
Position ratings include a current and a maximum rating, but they do not &amp;quot;develop&amp;quot; in the same ways as pitching and hitting ratings; rather, they increase to the maximum rating (based on the player&#039;s underlying defensive ratings) as the player gains experience at the position. A player does not have a visible rating at a position until he has played at least one game there or otherwise gained experience at the position. This value can change as players develop or age, and the underlying range/error/arm values change. The potential (maximum) rating is the value that they would reach if they gained full experience at the position.&lt;br /&gt;
&lt;br /&gt;
Players may &amp;quot;lose&amp;quot; a position rating if one of the component skills (range, arms, error, turn DP) falls below a set minimum for the position. While they may still play a position without a rating there, it is not generally recommended.&lt;br /&gt;
&lt;br /&gt;
See Player Positions and Roles for more information on player positions, including information about learning new positions.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/Names&amp;diff=2181</id>
		<title>OOTP Baseball:Customizing OOTP/Names</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Customizing_OOTP/Names&amp;diff=2181"/>
		<updated>2025-01-18T13:37:56Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}All player names in OOTP can be found in the names.xml file located in the /data/database folder. This is a large file containing over 250,000 lines consisting of First Names (30,000+), Last Names (220,000+) and Nicknames (4000+). As with the world database file ([[OOTP Baseball:Customizing OOTP/Nations, Cities, and Player Origins#world default.xml|world_default.xml]]) the use of an advanced text editor is highly recommended.&lt;br /&gt;
&lt;br /&gt;
=== File Structure ===&lt;br /&gt;
The names.xml has three sections for each name type. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;FIRST_NAMES&amp;gt; &amp;lt;/FIRST_NAMES&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;LAST_NAMES&amp;gt; &amp;lt;/LAST_NAMES&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NICK_NAMES&amp;gt; &amp;lt;/NICK_NAMES&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All three sections use the same format for each name and each name is on a single line. Here is an expanded example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;N nid=&amp;quot;121664&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;EN&amp;gt;Markus&amp;lt;/EN&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;ES&amp;gt;Markus&amp;lt;/ES&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;KR&amp;gt;마커스&amp;lt;/KR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;JP&amp;gt;マーカス&amp;lt;/JP&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;CN&amp;gt;馬庫斯&amp;lt;/CN&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;NL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       &amp;lt;L lid=&amp;quot;0&amp;quot; dist=&amp;quot;2&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       &amp;lt;L lid=&amp;quot;6&amp;quot; dist=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       &amp;lt;L lid=&amp;quot;7&amp;quot; dist=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       &amp;lt;L lid=&amp;quot;10&amp;quot; dist=&amp;quot;6&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       &amp;lt;L lid=&amp;quot;11&amp;quot; dist=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       &amp;lt;L lid=&amp;quot;12&amp;quot; dist=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       &amp;lt;L lid=&amp;quot;32&amp;quot; dist=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       &amp;lt;L lid=&amp;quot;39&amp;quot; dist=&amp;quot;1&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;/NL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/N&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first line &amp;lt;N&amp;gt; contains a unique name ID (nid). The name ids do not need to be in a sequential order, they just need to be unique.&lt;br /&gt;
&lt;br /&gt;
The second section contains the name and language localization versions of the name. The default name is within the English &amp;lt;EN&amp;gt; tags.&lt;br /&gt;
&lt;br /&gt;
The next section is the Names List section and this is where the name is associated with the Ethnicity IDs in the world_default.xml file. In the example the first &amp;quot;Language ID&amp;quot; lid is &amp;quot;0&amp;quot;, this corresponds with the Ethnicity ID of 0 which is &amp;quot;U.S. (Modern)&amp;quot;.  The second is &amp;quot;6&amp;quot; which corresponds with &amp;quot;Dutch&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;dist&amp;quot; is used to set how frequently the name will appear in that specific Languague ID &amp;quot;lid&amp;quot;. As with the world_default.xml file this number is not a set percentage, it is a relative value. As an example the name &amp;quot;Smith&amp;quot; has a distribution value of &amp;quot;34859&amp;quot; in the U.S. Modern lid, whereas &amp;quot;Smithers&amp;quot; has a distribution value of &amp;quot;54&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Player Name Selection ====&lt;br /&gt;
When the game creates a player it will first generate the country of origin (Nation id) based on the league settings and the type of player being created. Within that Nation the game will check the distribution of the Ethnicity IDs and select one. The game will then &amp;quot;randomly&amp;quot; select a name matching that ethnicity from the names file with the likelihood of selection based off of the distribution weights.  &lt;br /&gt;
&lt;br /&gt;
=== Importing the names.xml File ===&lt;br /&gt;
&lt;br /&gt;
==== New Game ====&lt;br /&gt;
Option 1: Overwrite the names.xml file in the /data/database folder (make a backup of the original file)&lt;br /&gt;
&lt;br /&gt;
Option 2: OOTP provides a method to use custom files without the need to overwrite the default files in the database folder. To do this create a New Custom Game from the main screen and enter Advanced Mode by clicking the button at the bottom of the League Creation Wizard. Click on the Advanced tab at the top. Under Source Database Settings you can now select any custom database files you wish to use in your new custom game, if a file is missing OOTP will use the default file(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Whenever a game patch is installed the default files in the database folder will be overwritten so be sure to keep a separate copy of your custom file.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Existing Games ====&lt;br /&gt;
The names.xml file can be imported in to an existing game from the Game Settings section. From the Game menu go to Game Settings and navigate to the Database tab. In the top right click the Database Tools drop down and select Re-import name &amp;amp; ethnicity database. It is recommended to backup your league file before re-importing the edited data.&lt;br /&gt;
&lt;br /&gt;
=== Tips for Editing the names.xml File ===&lt;br /&gt;
If you just want to add a few names into your game they can simply be added to the file in the appropriate section. Just make sure to use a unique Name ID number.&lt;br /&gt;
&lt;br /&gt;
However, If you are working with larger amounts of data it is best to use spreadsheets to edit and manipulate your data.&lt;br /&gt;
&lt;br /&gt;
Unlike the world_default.xml file the names file is a bit more complicated due to the way Language IDs are linked to names. It&#039;s more difficult to organize namesets based on ethinicities. &lt;br /&gt;
&lt;br /&gt;
One option, and the simplest, is to not worry about duplicate name entries and simply have an individual spreadsheet sheet for each ethnicity. Just make sure that each name still has a unique ID.&lt;br /&gt;
&lt;br /&gt;
Another option is to take everything from option one, combine it into one sheet, sort by name and then manually merge each individual lid name into one name with multiple lid and dist &lt;br /&gt;
&lt;br /&gt;
As with the the world_default.xml file, xml tags can be inserted into spreadsheet columns to build the individual xml lines. See [[OOTP Baseball:Customizing OOTP/Nations, Cities, and Player Origins#Advanced Editing Tips|world_default.xml Advanced Editing Tips]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Creating_Games/Historical_Games&amp;diff=2180</id>
		<title>OOTP Baseball:Creating Games/Historical Games</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Creating_Games/Historical_Games&amp;diff=2180"/>
		<updated>2025-01-18T13:36:08Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating new Historical games can be found, starting on OOTP&#039;s main page, clicking on &amp;quot;New Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On the next page you will select the &amp;quot;New Historical Game&amp;quot; link. You will be asked if you would like to play the game in [https://wiki.ootpdevelopments.com/index.php?title=OOTP_25:Important_Game_Concepts/Challenge_Mode Challenge Mode] or to continue with a new game.&lt;br /&gt;
[[File:Historical game wizards.png|center|621x621px|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
]]&lt;br /&gt;
Your first options are to choose what eras you would like to play in.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Early Years (1871 - 1900)&#039;&#039;&#039; You can choose any year in the drop down box from 1871 to 1900 to start your season in. There are no minor league teams in the Early Years and the reserve clause is in effect.&lt;br /&gt;
* &#039;&#039;&#039;The Deadball Era (1901 - 1920)&#039;&#039;&#039; The beginning years of modern baseball where the National League merged with the American League to create the MLB. You can choose years from 1901 to 1920 to start your season in. In 1915 the Minor Leagues are created. Reserve Clause still in use.&lt;br /&gt;
* &#039;&#039;&#039;Baseball&#039;s Rebirth (1921 - 1945)&#039;&#039;&#039; In the years where home runs became a mainstay because of the likes of Babe Ruth, Lou Gehrig, Hack Wilson, Ted Williams, Joe DiMaggio, and many other legends. Also experience the years when baseball had to deal with players going off to war. You can start you season by choosing the years of 1921 to 1945. Reserve Clause still in use.&lt;br /&gt;
* &#039;&#039;&#039;The Golden Years (1946 - 1960)&#039;&#039;&#039; Following the years of World War II, the return of many greats like Ted Williams, Joe DiMaggio, and Stan Musial. We also had the breakage of the color barrier where in 1947 the great Jackie Robinson, took the field for the Brooklyn Dodgers. Choose what year to start your season between 1946 to 1960. Reserve Clause still in use.&lt;br /&gt;
* &#039;&#039;&#039;The Baseball Boom (1961 - 1979)&#039;&#039;&#039; The first expansion teams of the Los Angeles Angles and Washington DC taking on a new iteration of the Washing Senators, after Calvin Clark moved his Senators to Minnesota taking on the new moniker the Minnesota Twins. This was the first time the MLB expanded since its creation in 1901. Choose from the years of 1961 to 1979 to start your season. reserve Clause in use until 1976 when Free Agency is introduced into the MLB.&lt;br /&gt;
* &#039;&#039;&#039;The Defensive Era (1980 - 1992)&#039;&#039;&#039; Come play in the years of Hall of Famers George Brett, Mike Schmidt, Rickey Henderson, Kirby Puckett, Don Mattingly. The Decade the Yankees did not win a World Series. The last time that happened was in the 1910s. Choose the from the years of 1980 to 1992 to start your season.&lt;br /&gt;
* &#039;&#039;&#039;The Power Years (1993 - 2004)&#039;&#039;&#039; The Blue Jays win back-to-back World Series Titles, the Player strike of 1994 causes the first World Series not to be played since the World Series started to be played in 1903! We got the Florida Marlins and the Colorado Rockies as expansion teams and seen fan favorite players like Ken Griffey Jr, Frank Thomas, and Barry Bonds, hit home runs like we had never seen before and the Home Run record chase of Mark McGwire, Sammy Sosa, and Ken Griffey Jr! Choose from the years of 1993 to 2004 to start your season.&lt;br /&gt;
* &#039;&#039;&#039;Modern Times (2005+)&#039;&#039;&#039; The Chicago Cubs, Chicago White Sox, and Boston Red Sox (Known as the curse of the Bambino) win their first world series breaking some of the longest World Series droughts in MLB history. The Cubs in 2016 (Year 1908, 108 years) and White Sox in 2005 (Year 1917, 88 years) and Red Sox 2004 (Year 1918, 86 years). You can choose to start your season in the years of 2005 to 2023.&lt;br /&gt;
&lt;br /&gt;
In OOTP 25 the new Historical Creation Wizards were added to the game, streamlining game setup to make it quicker and easier for the user! The four new modes are Default Mode, Replay Mode, Career Mode, and Random Debut Mode.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Default Mode&#039;&#039;&#039; - This game mode is meant for players who want historical accuracy with some flexibility. Players are recalculated each season based on real life historical stats. Use of Real Transactions, Historical Lineups, and the Player Development Engine, are all disabled.&lt;br /&gt;
* &#039;&#039;&#039;Replay Mode&#039;&#039;&#039; - The game mode is meant for players who want historical accuracy. Please will be assigned to their teams, historical lineups will be used, historical transactions will take place, players will retire according to history, players will miss season according to history. Players are recalculated each season based on real life historical stats and the Development Engine, Amateur Draft, and other settings maybe disabled.&lt;br /&gt;
* &#039;&#039;&#039;Career Mode&#039;&#039;&#039; - This mode aims to play through history from the year you start your season, letting things play out differently from how things did in real life. Players will not miss seasons, players will retire, but they retire differently from history. Players that we lost because of medical reasons, will play full careers. This mode uses the OOTP Development Engine, so players also develop differently. They will get hurt differently, they will be drafted and sign with different teams and will join the league as rookies the same years they were drafted and signed their minor league contracts. Players can be traded to different teams. Players can be picked up in free agency. The Development Lab and Development Sliders will be of use in career mode because of the use of the OOTP Development Engine.&lt;br /&gt;
* &#039;&#039;&#039;Random Debut Mode&#039;&#039;&#039; - This is the ultimate fantasy mode. Players like Babe Ruth, Jackie Robinson, Mark McGwire will be pulled into the game and randomly appear in your inaugural or in any subsequent year&#039;s amateur draft.  Aside from those appearing in the inaugural draft, the players will debut at the age they debuted in their first game at the MLB level. You can choose to play with the development system enabled or you can disable it and play with recalc mode. Default is set at recalc and OOTP development Engine on together which provides in-season variance with guardrails to keep players relatively in-line with their historical performance.  Use of recalc and the development engine at the same time also allows users to disable &amp;quot;Retire According to History&amp;quot; and instead allows players to age as dictated by the development engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prior Version Functionality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to OOTP 25, one of the two preconfigured ways to play historical was Career Play. Those who wish to replicate the options from that mode can start a game in either default or career mode, and then adjust the settings in the advanced options. Listed below are the features that have the most effect on play result and their settings in each preconfigured choice.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Pre-OOTP 25&lt;br /&gt;
Career Play&lt;br /&gt;
!OOTP 25&lt;br /&gt;
Default Mode&lt;br /&gt;
!OOTP 25&lt;br /&gt;
Career Mode&lt;br /&gt;
|-&lt;br /&gt;
|Recalc &lt;br /&gt;
|3 year&lt;br /&gt;
|1 year&lt;br /&gt;
|Off&lt;br /&gt;
|-&lt;br /&gt;
|Development &lt;br /&gt;
|On&lt;br /&gt;
|Off&lt;br /&gt;
|On&lt;br /&gt;
|-&lt;br /&gt;
|Development Lab&lt;br /&gt;
|N/A&lt;br /&gt;
|Off&lt;br /&gt;
|On&lt;br /&gt;
|-&lt;br /&gt;
|Talent Change Randomness &lt;br /&gt;
|100&lt;br /&gt;
|Off&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|Owner goals&lt;br /&gt;
|On&lt;br /&gt;
|Off&lt;br /&gt;
|On&lt;br /&gt;
|-&lt;br /&gt;
|Personality/morale/chemistry&lt;br /&gt;
|On&lt;br /&gt;
|Off&lt;br /&gt;
|On&lt;br /&gt;
|-&lt;br /&gt;
|AI Ratings Weight&lt;br /&gt;
|30/50/15/5&lt;br /&gt;
|50/30/15/5&lt;br /&gt;
|50/30/15/5&lt;br /&gt;
|-&lt;br /&gt;
|Amateur draft&lt;br /&gt;
|On&lt;br /&gt;
|Off&lt;br /&gt;
|On&lt;br /&gt;
|-&lt;br /&gt;
|Finances&lt;br /&gt;
|ON&lt;br /&gt;
|Off&lt;br /&gt;
|On&lt;br /&gt;
|-&lt;br /&gt;
|Retire according to history&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Talent Change Randomness&lt;br /&gt;
|100&lt;br /&gt;
|Off&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|100% accurate scouting (OSA)&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Player_Model/Baseball_Ratings&amp;diff=2156</id>
		<title>OOTP Baseball:Important Game Concepts/The Player Model/Baseball Ratings</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Player_Model/Baseball_Ratings&amp;diff=2156"/>
		<updated>2025-01-14T19:53:08Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}} &lt;br /&gt;
&lt;br /&gt;
The core of a player&#039;s ratings revolve around baseball skills. How well can he hit? Can he steal bases? How is his control? OOTP&#039;s rating system covers all of the bases (ahem) in this regard. In this section, we&#039;ll talk about the following:&lt;br /&gt;
&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/Player Profile/Player Ratings|Ratings Overview]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/Player Profile/Player Ratings/Batting Ratings|Batting Ratings]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Player Model/Baseball Ratings/Pitching Ratings|Pitching Ratings]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Player Model/Baseball Ratings/Defensive Ratings|Defensive Ratings]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/Player Profile/Player Ratings/Other Ratings|Other Ratings]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/Player Profile/Player Ratings/OVR and POT Ratings|Overall Ratings]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/Player Profile/Player Ratings/Player Development|Player Developments]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Player_Model/Baseball_Ratings&amp;diff=2155</id>
		<title>OOTP Baseball:Important Game Concepts/The Player Model/Baseball Ratings</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Player_Model/Baseball_Ratings&amp;diff=2155"/>
		<updated>2025-01-14T19:51:25Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}} &lt;br /&gt;
&lt;br /&gt;
The core of a player&#039;s ratings revolve around baseball skills. How well can he hit? Can he steal bases? How is his control? OOTP&#039;s rating system covers all of the bases (ahem) in this regard. In this section, we&#039;ll talk about the following:&lt;br /&gt;
&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/Player Profile/Player Ratings|Ratings Overview]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/Player Profile/Player Ratings/Batting Ratings|Batting Ratings]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Player Model/Baseball Ratings/Pitching Ratings|Pitching Ratings]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/Player Profile/Player Ratings/Defensive Ratings|Defensive Ratings]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Player Model/Baseball Ratings/Other Ratings|Other Ratings]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Player Model/Baseball Ratings/Overall Ratings|Overall Ratings]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Player Model/Baseball Ratings/Player Developments|Player Developments]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Player_Model/Baseball_Ratings&amp;diff=2154</id>
		<title>OOTP Baseball:Important Game Concepts/The Player Model/Baseball Ratings</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Player_Model/Baseball_Ratings&amp;diff=2154"/>
		<updated>2025-01-14T19:49:27Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}} &lt;br /&gt;
&lt;br /&gt;
The core of a player&#039;s ratings revolve around baseball skills. How well can he hit? Can he steal bases? How is his control? OOTP&#039;s rating system covers all of the bases (ahem) in this regard. In this section, we&#039;ll talk about the following:&lt;br /&gt;
&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/Player Profile/Player Ratings|Ratings Overview]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/Player Profile/Player Ratings/Batting Ratings|Batting Ratings]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Player Model/Baseball Ratings/Pitching Ratings|Pitching Ratings]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Player Model/Baseball Ratings/Defensive Ratings|Defensive Ratings]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Player Model/Baseball Ratings/Other Ratings|Other Ratings]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Player Model/Baseball Ratings/Overall Ratings|Overall Ratings]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Player Model/Baseball Ratings/Player Developments|Player Developments]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/Team_Menu/Organization/Roster&amp;diff=2153</id>
		<title>OOTP Baseball:Screens and Menus/Team Menu/Organization/Roster</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/Team_Menu/Organization/Roster&amp;diff=2153"/>
		<updated>2025-01-14T14:15:55Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}The &#039;&#039;&#039;Player List&#039;&#039;&#039; screen gives you a complete overview of the selected team&#039;s rosters of players, and is a great place to go when you&#039;re just looking for some general information about players on your team or any other:&lt;br /&gt;
&lt;br /&gt;
The Roster Overview also has one sub-screen, the Minor League Overview.&lt;br /&gt;
[[File:Team roster tab.jpg|center|frameless|700x700px]]&lt;br /&gt;
The bulk of the Roster is displayed in a spreadsheet format. Most columns on this screen can be sorted by clicking on a column heading. Click on any player to view his Player Profile. You can also right-click on any player and see a list of options and actions that pertain to that player. On this page, you can take advantage of OOTP&#039;s Views and Filters, as well as many of the Common Drop-Downs and Common Action Menus. Review those sections to get a better understanding of how to manipulate the data on this screen to suit your needs.&lt;br /&gt;
&lt;br /&gt;
===== Player Color Coding =====&lt;br /&gt;
The color of the player names in the roster and similar player lists changes depending on the player&#039;s fatigue or injury status:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Color&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Fatigue Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|White&lt;br /&gt;
|Not fatigued&lt;br /&gt;
|-&lt;br /&gt;
|Yellow&lt;br /&gt;
|Tired&lt;br /&gt;
|-&lt;br /&gt;
|Orange&lt;br /&gt;
|Injured (day-to-day)&lt;br /&gt;
|-&lt;br /&gt;
|Red&lt;br /&gt;
|Injured (out)&lt;br /&gt;
|}&lt;br /&gt;
See Injuries, Fatigue, and Aging for more information about injuries.&lt;br /&gt;
&lt;br /&gt;
===== LISTED drop down menu =====&lt;br /&gt;
If you are looking at the Roster for a parent league team, the &#039;&#039;&#039;Listed&#039;&#039;&#039; drop-down is displayed in the top right corner of the screen. This drop-down allows you to choose which players in your organization are displayed on the Roster. You can choose to view players on the active roster, the secondary roster, or all players in your organization. If your parent league doesn&#039;t have any affiliated leagues, you will also be able to view the reserve roster. If you are looking at the roster for an affiliated team, such as a minor league affiliate, then this drop-down is not available, and you can see only the active roster. (See Roster Rules and Management for more information on rosters.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Even if you have changed the number of players on your&#039;&#039; secondary roster &#039;&#039;in your league configuration, this drop-down will still read &#039;40-Man Roster.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== The Info Column =====&lt;br /&gt;
One of the default columns in the data view is called &amp;quot;Inf.&amp;quot; It has small graphics that give player status information. Here are the graphics that can appear, and what they mean:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Graphic&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Meaning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Red Cross&#039;&#039;&#039;&lt;br /&gt;
|Player is injured (out)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Yellow Circle white Cross&#039;&#039;&#039;&lt;br /&gt;
|Player is injured (day-to-day)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Two Yellow Bars&#039;&#039;&#039;&lt;br /&gt;
|Player is slightly fatigued&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Two Orange bars&#039;&#039;&#039;&lt;br /&gt;
|Player is moderately fatigued&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;One Red Bar&#039;&#039;&#039;&lt;br /&gt;
|Player is exhausted&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame&#039;&#039;&#039;&lt;br /&gt;
|Player is on a hot streak&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Snowflake&#039;&#039;&#039;&lt;br /&gt;
|Player is on a cold streak&lt;br /&gt;
|}&lt;br /&gt;
See Injuries, Fatigue, and Aging for more information about injuries. The hot streak and cold streak markers indicate recent performance. With the morale system on, players may be slightly more likely to continue their streaks.&lt;br /&gt;
&lt;br /&gt;
===== Action Menu =====&lt;br /&gt;
The &#039;&#039;&#039;Action&#039;&#039;&#039; menu at the bottom of the screen has several options:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Action&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Open Minor League System Report&lt;br /&gt;
|Finally, the Minor League System Report button opens the [[OOTP 25:Screens and Menus/Team Menu/Reports &amp;amp; Info/Reports/Minor League System|Minor League System Report]].&lt;br /&gt;
|-&lt;br /&gt;
|Ask AI to set up complete Organization (or Team), Lineups, etc.&lt;br /&gt;
|Instructs the members of your staff to reconfigure your entire organization (all levels) as they think best. They will change lineups and depth charts, rearrange the pitching staff, and make necessary roster moves. They will not, however, conduct trades. &#039;&#039;&#039;&#039;&#039;Warning!&#039;&#039;&#039;&#039;&#039; You have no chance to confirm this, so be careful.&lt;br /&gt;
|-&lt;br /&gt;
|Ask AI to set up complete Minor League System&lt;br /&gt;
|Instructs your staff to reconfigure just your minor leagues (all levels) in the same manner as above. Your major league team (parent league) will be left unchanged. &#039;&#039;&#039;&#039;&#039;Warning!&#039;&#039;&#039;&#039;&#039; You have no chance to confirm this, so be careful.&lt;br /&gt;
|-&lt;br /&gt;
|Fill team with fictional players (&#039;&#039;&#039;Commissioner only&#039;&#039;&#039;)&lt;br /&gt;
|Automatically generates enough fictional players to fill out the entire roster of the team.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: When you ask your managers to set up your organization, they might place injured players in the lineup. The reason for this is that the manager gives you the best lineup chosen from among all the players on your roster, regardless of their injury status. Then, when a game is auto-simmed, the game makes the decision about how to substitute for injured players. This prevents you from having to remember to redo your lineups every time a player returns from an injury. With the current model, the game will put the injured player back in the lineup as soon as he becomes available again. Of course, if you don&#039;t want to rely on these decisions, you can manually adjust your lineup and depth charts to account for injuries.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/Game_Menu/Game_Settings&amp;diff=2152</id>
		<title>OOTP Baseball:Screens and Menus/Game Menu/Game Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/Game_Menu/Game_Settings&amp;diff=2152"/>
		<updated>2025-01-14T14:09:13Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{DISPLAYTITLE:{{SUBPAGENAME}}}}The second tab on the left side of the Create New Game screen displays the &#039;&#039;&#039;Game Settings&#039;&#039;&#039; screen:&lt;br /&gt;
&lt;br /&gt;
This screen sets important global variables for your baseball universe. The settings on this screen affect every league in your world, although they do not affect other saved games. Use the links below to jump directly to a particular set of options:&lt;br /&gt;
&lt;br /&gt;
* Scouting Settings&lt;br /&gt;
* Player Rating Scales&lt;br /&gt;
* Coaching Staff Settings&lt;br /&gt;
* Facegen Settings&lt;br /&gt;
* Player Injury, Fatigue, and Suspensions&lt;br /&gt;
* Player Personality Settings&lt;br /&gt;
* Player Development Settings&lt;br /&gt;
* Retiring Players Settings&lt;br /&gt;
* Stats Settings&lt;br /&gt;
* Financial Settings&lt;br /&gt;
* Player Evaluation AI Settings&lt;br /&gt;
* Trading Settings&lt;br /&gt;
* Other AI Settings&lt;br /&gt;
* Auto-Save &amp;amp; Log Options&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The above links will not work from within the in-game browser. However, they all simply link to sections lower in this page, so just scroll down to find the appropriate section.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OOTP also has some additional global options (&amp;quot;Report Options&amp;quot; and &amp;quot;Global Database Functions&amp;quot;) that are only available after the creation of a game, from the Global Setup screen.&lt;br /&gt;
&lt;br /&gt;
===== Scouting Settings[edit | edit source] =====&lt;br /&gt;
Scouting Settings allows you to change the way the game&#039;s scouting systems operate in your game.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Use Complete Scouting System&lt;br /&gt;
|If this box is checked, OOTP&#039;s scouting system will be in use. If this box is unchecked the scouting system will not be in play, and all player ratings and potential values you see in the game will be the actual values.&lt;br /&gt;
|-&lt;br /&gt;
|Scouting Accuracy&lt;br /&gt;
|This allows you to select how accurate scouts are in your game world. This can be set from very low to very high. There is also an option called &amp;quot;100% accurate.&amp;quot; This option is specifically for use by people who really don&#039;t want to deal with scouting, but still want the game to scout players periodically.&lt;br /&gt;
|-&lt;br /&gt;
|Scouting Report Updates&lt;br /&gt;
|This allows you to determine how often players will try to be re-scouted or updated by your head scout: monthly, bi-monthly, or only at the start and end of the season.&lt;br /&gt;
|-&lt;br /&gt;
|Report History&lt;br /&gt;
|This allows you to determine how many scouting reports are retained for each player: all of them, one per season, or none at all.&lt;br /&gt;
|-&lt;br /&gt;
|Reports of Retired Players&lt;br /&gt;
|This allows you to determine whether or not scouting reports are retained or deleted when the player retires.&lt;br /&gt;
|-&lt;br /&gt;
|Incorporate Stats in Scouting Reports&lt;br /&gt;
|This feature just takes a players stats and if they are doing well, the scout might report the players a bit higher in their ratings. (so if a guy is hitting .350 in the majors or minors, his contact value in the scouting report would tend to be higher). You can choose Yes to enable this feature or No to disable this feature. These values adjust the component ratings (contact, power, eye, stuff, movement, control), and not the overall rating. Whether stats are included in the overall player evaluation is determined by the setting in the Players tab with AI evaluation options.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Player Rating Scales[edit | edit source] =====&lt;br /&gt;
OOTP uses a number of ratings to describe the abilities of players and coaches. These rating scales can be changed at any time. They don&#039;t actually change player ratings, just the scale on which they are displayed. Player ratings are defined in more detail in Current Ratings and Potential Ratings, but the numeric range you choose is strictly a matter of preference.&lt;br /&gt;
&lt;br /&gt;
OOTP supports any of the ratings scales listed below. In each numeric scale, the higher a player&#039;s rating, the better he is at that particular skill.&lt;br /&gt;
&lt;br /&gt;
* NONE displayed&lt;br /&gt;
* 1 to 5&lt;br /&gt;
* 2 to 8&lt;br /&gt;
* 1 to 10&lt;br /&gt;
* 1 to 20&lt;br /&gt;
* 20 to 80 (in increments of 5)&lt;br /&gt;
* 1 to 100&lt;br /&gt;
&lt;br /&gt;
&#039;NONE displayed&#039; will prevent ratings from displaying. Even if ratings are not displayed, they still exist and are used by the computer in decision-making. They are simply not visible to the human player. You can change rating scales at any time during a game without adversely affecting your league.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Player Ratings&lt;br /&gt;
|Defines the scale used to view current player ratings.&lt;br /&gt;
|-&lt;br /&gt;
|Player Potential&lt;br /&gt;
|Defines the scale used to view player potential ratings.&lt;br /&gt;
|-&lt;br /&gt;
|Other Ratings&lt;br /&gt;
|Defines the scale used to view other player ratings (such as speed and baserunning skills).&lt;br /&gt;
|-&lt;br /&gt;
|Show Ratings greater than Max&lt;br /&gt;
|By default, OOTP limits ratings to the scale defined. However, if this option is enabled, some exceptionally rare players might have ratings above the top end of the defined ratings scale. For example, on a scale of 1-100, there could be players with 120 ratings.&lt;br /&gt;
|-&lt;br /&gt;
|Show Potential less than Actual&lt;br /&gt;
|By default, OOTP limits ratings to the scale defined. However, if this option is enabled, there may be some cases where a player&#039;s potential ratings are lower than their actual ratings. This could be an indicator that the player&#039;s current performance is an anomaly.&lt;br /&gt;
|-&lt;br /&gt;
|Overall/Talent Ratings&lt;br /&gt;
|Scouts in OOTP give each player an overall rating. You can choose not to show these overall ratings, use a 20-80 scale, or use a star-based system. The star-based system displays player ratings from one-half to five stars, in half-star increments. The 20-80 system can be set to either display values only in increments of 5 or all values.&lt;br /&gt;
|-&lt;br /&gt;
|Ratings relative to leagues&lt;br /&gt;
|By default, OOTP ratings are scaled relative to the chosen league, usually the best league in the universe. If this option is disabled, then player ratings will show using their absolute values. If enabled, then ratings will be scaled to the average of the league, so that a player who is a 50 on a 20-80 will be exactly league average.&lt;br /&gt;
|-&lt;br /&gt;
|Overall rating based on all players, not position&lt;br /&gt;
|By default, OOTP overall ratings compare position players to other players at the same position. For example, shortstops are rated relative to all other shortstops. If you select this check box, the game will instead rate all players compared to all players in the entire league, across positions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Coaching Staff Settings[edit | edit source] =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Use Complete Coaching System&lt;br /&gt;
|If this box is checked, OOTP&#039;s coaching/personnel system will be in use. If coaches are turned off, all teams are treated as if they had an average coaching staff. &#039;Coaching&#039; in this case includes other team personnel such as team trainers.&lt;br /&gt;
|-&lt;br /&gt;
|Enable Owner Goals&lt;br /&gt;
|Enables the Owner Goals system, which will have your team&#039;s owner set specific goals for you to accomplish.&lt;br /&gt;
|-&lt;br /&gt;
|Legacy Mode&lt;br /&gt;
|By default, players who play GM-only may hire coaches who will prevent them from being able to set lineups or strategy. If enabled, managers will always allow the GM to set lineups and player strategies (they may still prevent edits to team strategy setting).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Facegen Settings[edit | edit source] =====&lt;br /&gt;
OOTP can create fictional pictures for your players and coaches. Fictional faces appear with their team&#039;s cap and jersey, and their logos as well. Faces are divided into several facial types. They can be displayed at multiple angles with multiple backgrounds, and change as players age, change in mood, or even change in weight.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Player Pictures for&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;All Players&#039;&#039;&#039; - In the absence of an .fg file for that player, all players in your game will receive fictional player pictures.&lt;br /&gt;
* &#039;&#039;&#039;Major League Players Only&#039;&#039;&#039; - In the absence of an .fg file for that player, only players in the major leagues receive fictional pictures. All other players will not automatically receive fictional pictures.&lt;br /&gt;
* &#039;&#039;&#039;None&#039;&#039;&#039; - No players will receive fictional player pictures but players with .fg files in the fg_files folder will load&lt;br /&gt;
|-&lt;br /&gt;
|Create Player Pictures&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Upon Player Creation&#039;&#039;&#039; - Fictional pictures are created at the time players are newly created, such as when an first-year player draft pool is generated.&lt;br /&gt;
* &#039;&#039;&#039;On Demand&#039;&#039;&#039; - Fictional pictures are created automatically whenever required to display the image on-page. For example, when you open a player&#039;s profile, the picture will be generated.&lt;br /&gt;
|-&lt;br /&gt;
|Update Player Pictures&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Yearly Only&#039;&#039;&#039; - Pictures are updated on January 1. Updates include changes based on age, weight, or team.&lt;br /&gt;
* &#039;&#039;&#039;On Status Change&#039;&#039;&#039; - Pictures are updated immediately whenever there are changes based on age, weight, team, or mood change.&lt;br /&gt;
|-&lt;br /&gt;
|Coach Pictures for&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;All Coaches/Scouts/Managers&#039;&#039;&#039; - All coaches, scouts, and managers will have fictional pictures.&lt;br /&gt;
* &#039;&#039;&#039;No Fictional Pictures&#039;&#039;&#039; - No coaches or other personnel will receive fictional pictures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Player Injury, Fatigue, and Suspensions[edit | edit source] =====&lt;br /&gt;
These options affect how player suspensions, injuries, and fatigue are handled in your universe.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Enable Injuries&lt;br /&gt;
|When this box is selected injuries will occur in your league. When it is deselected players will not experience injuries.&lt;br /&gt;
|-&lt;br /&gt;
|Short Term Injury Frequency&lt;br /&gt;
|This setting changes the frequency of short-term injuries in your universe. You can select from the range of extremely low (frequency) to Very High (frequency). The default setting is normal for OOTP. Realistic Modern Day MLB is set at high. So be careful with your selection or you may be surprised with just how many injuries a real-life MLB GM faces during a season.&lt;br /&gt;
|-&lt;br /&gt;
|Long Term Injury Frequency&lt;br /&gt;
|This setting changes the frequency of long-term injuries in your universe. You can select from the range of extremely low (frequency) to Very High (frequency). The default setting is normal for OOTP. Realistic Modern Day MLB is set at high. So be careful with your selection or you may be surprised with just how many injuries a real-life MLB GM faces during a season.&lt;br /&gt;
|-&lt;br /&gt;
|Delayed Injury Diagnosis&lt;br /&gt;
|Delayed Injury Diagnosis means that when a player is injured, the extent and exact nature of the injury will not be readily apparent to GMs. The GM will be informed as soon as the team trainers have a better idea of the injury. This can be set to &amp;quot;Occasionally&amp;quot; or &amp;quot;Never.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Hide Injury Rating&lt;br /&gt;
|Controls whether or not you can see a player&#039;s Injury History in the Health Status section of the Player Profile or in views.&lt;br /&gt;
|-&lt;br /&gt;
|Position Player Fatigue&lt;br /&gt;
|Controls how quickly position players become fatigued during the season. The value can be set from None to Very High.&lt;br /&gt;
|-&lt;br /&gt;
|Enable Suspensions&lt;br /&gt;
|When this check box is deselected, no players will experience suspensions due to in-game brawls, etc.&lt;br /&gt;
|-&lt;br /&gt;
|Suspension Frequency&lt;br /&gt;
|Controls the frequency of suspensions when they are enabled. Options range from &amp;quot;very low&amp;quot; to &amp;quot;very high&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
See Suspensions, and Injuries, Fatigue, and Aging for more information.&lt;br /&gt;
&lt;br /&gt;
===== Player Personality Settings[edit | edit source] =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Use player personality ratings&lt;br /&gt;
|This checkbox will turn on or off the use of the player personality ratings in OOTP. Players in OOTP have distinct personalities based on a number of personality ratings. See Player Personality for more information.&lt;br /&gt;
|-&lt;br /&gt;
|Show player personality ratings on profile page&lt;br /&gt;
|If this option is checked, the game will display these player personalities in the player profile and use them in game decision-making.&lt;br /&gt;
|-&lt;br /&gt;
|Show and use player morale system&lt;br /&gt;
|Players in OOTP have morale, which affects how they play, and of course whether they are interested in signing a contract with your team. If this option is checked, the game will display player morale information and use it in game decision-making. See Player Morale for more information.&lt;br /&gt;
|-&lt;br /&gt;
|Show and use team chemistry system&lt;br /&gt;
|If the team chemistry system is enable, players may have relationships (including personality conflicts) with each other and/or their manager, which may help or hurt the team.&lt;br /&gt;
|-&lt;br /&gt;
|Show player nicknames&lt;br /&gt;
|Unchecking this box will remove the display of player nicknames from their profile screen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Player Development Settings[edit | edit source] =====&lt;br /&gt;
The Player Development Settings allow you flexibility regarding OOTP&#039;s player model. The first several options in this section are &#039;&#039;modifiers&#039;&#039;. The default setting of 1.000 for modifiers produces results that are consistent with modern-day baseball. You can change these modifiers to suit your baseball universe. To decrease a modifier, enter a number less than 1. For example, a modifier of .500 should roughly halve the expected results. To increase a modifier, enter a number greater than 1.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Batter Aging Speed&lt;br /&gt;
|This modifier affects the speed with which players lose their hitting skills as they age. The lower this modifier is set, the more slowly players will lose their skills as they age. So, a modifier of .500 would result in players maintaining their hitting skills much later in their careers. A modifier of 1.500 would cause players&#039; hitting skills to drop much earlier in their careers.&lt;br /&gt;
|-&lt;br /&gt;
|Batter Dev. Speed&lt;br /&gt;
|This modifier affects the speed with which players&#039; hitting skills develop. The lower this modifier is set, the more slowly players will develop their hitting skills. So, a modifier of .500 would result in players developing hitting skills at a slower pace. A modifier of 1.500 would cause players to develop hitting skills at a quicker pace.&lt;br /&gt;
|-&lt;br /&gt;
|Pitcher Aging Speed&lt;br /&gt;
|This modifier affects the speed with which players lose their pitching skills as they age. The lower this modifier is set, the more slowly players will lose their skills as they age. So, a modifier of .500 would result in players maintaining their pitching skills much later in their careers. A modifier of 1.500 would cause players&#039; pitching skills to drop much earlier in their careers.&lt;br /&gt;
|-&lt;br /&gt;
|Pitcher Dev. Speed&lt;br /&gt;
|This modifier affects the speed with which players&#039; pitching skills develop. The lower this modifier is set, the more slowly players will develop their pitching skills. So, a modifier of .500 would result in players developing pitching skills at a slower pace. A modifier of 1.500 would cause players to develop pitching skills at a quicker pace.&lt;br /&gt;
|-&lt;br /&gt;
|Talent Change Randomness&lt;br /&gt;
|This modifier controls how random player talent changes are. If the number is raised above 100, the possible amount of a talent change will have a larger minimum and maximum, leading to more significant changes in talent over the course of a player&#039;s career; if it&#039;s lowered below 100, the changes will be smaller and the player&#039;s general talent will remain unchanged. The effect will be most noticeable among the most skilled players.&lt;br /&gt;
|-&lt;br /&gt;
|Disable Player Development&lt;br /&gt;
|Select the Disable Player Development check box if you do not want players to develop in your game world. This option is generally used by historical simulation fans who want the game to generate very specific statistical results, which could be thrown into disarray if player skill levels change during a season.&lt;br /&gt;
|-&lt;br /&gt;
|Disable Player Development for Draft-Eligible Players&lt;br /&gt;
|Select the Disable Player Development check box if you do not want players who are draft-eligible to develop, unless they&#039;re playing in a feeder league.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: As a rule, it&#039;s safest to make only small changes in modifiers at first, until you are more certain of the effect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Delete Players Who Never Reached Majors[edit | edit source] =====&lt;br /&gt;
This option allows you to automatically delete players from the game database if they have retired without ever playing in a major league. This can potentially help keep the size of the database file down somewhat, it also helps removes clutter when looking at league history. This option is turned off by default, meaning that all player history is retained forever.&lt;br /&gt;
&lt;br /&gt;
===== Don&#039;t Re-Use Player ID&#039;s[edit | edit source] =====&lt;br /&gt;
The second option allows users to choose if they would like the game to re-use player IDs. This will cause the game to have larger file sizes as player ID&#039;s won&#039;t be re-used and instead will continue to be unique to each player.&lt;br /&gt;
&lt;br /&gt;
===== Stats Settings[edit | edit source] =====&lt;br /&gt;
The settings below will govern whether disk space and memory are used to preserve data regarding L/R splits, career fielding stats, and career postseason stats. These settings have no effect on your gameplay but choosing to not record these could increase your game speed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Keep career L/R splits&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Keep All&#039;&#039;&#039; - Saves the player&#039;s career left/right splits (highest disk/memory usage).&lt;br /&gt;
* &#039;&#039;&#039;Major League Stats Only&#039;&#039;&#039; - Saves only the player&#039;s major league left/right splits.&lt;br /&gt;
* &#039;&#039;&#039;Keep None&#039;&#039;&#039; - Does not save career splits (lowest disk/memory usage).&lt;br /&gt;
|-&lt;br /&gt;
|Keep career fielding stats&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Keep All&#039;&#039;&#039; - Saves the player&#039;s career fielding stats (highest disk/memory usage).&lt;br /&gt;
* &#039;&#039;&#039;Major League Stats Only&#039;&#039;&#039; - Saves only the player&#039;s major league career fielding stats.&lt;br /&gt;
* &#039;&#039;&#039;Keep None&#039;&#039;&#039; - Does not save career fielding stats (lowest disk/memory usage).&lt;br /&gt;
|-&lt;br /&gt;
|Keep career postseason stats&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Keep All&#039;&#039;&#039; - Saves the player&#039;s career postseason stats (highest disk/memory usage).&lt;br /&gt;
* &#039;&#039;&#039;Major League Stats Only&#039;&#039;&#039; - Saves only the player&#039;s major league postseason stats.&lt;br /&gt;
* &#039;&#039;&#039;Keep None&#039;&#039;&#039; - Does not save career postseason stats (lowest disk/memory usage).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Financial Settings[edit | edit source] =====&lt;br /&gt;
The financial coefficient is an easy way to adjust the monetary figures that appear across your entire league. Changing this value will cause a corresponding increase or decrease in financial values throughout your universe. For example, if a player has a $1,000,000 contract, changing the financial coefficient to 1.100 would cause the contract to become a $1,100,000 contract.&lt;br /&gt;
&lt;br /&gt;
The financial coefficient is a strict multiplier. For example, lowering the financial coefficient might lower player salaries, but it would not change the curve of salary distributions. See here for more information on OOTP&#039;s team financial model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: When you change the financial coefficient, values such as the &#039;typical salary&#039; values in the league setup will change automatically. For example, if your typical coach salary was set to $200,000, and you change the financial coefficient to .500, the typical coach salary would become $100,000. However, you must switch tabs before the changes will become apparent. To make sure you are looking at the most recent information after changing the financial coefficient, click on any tab and then return to the tab that you want to view.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Auto-Save and Log Options[edit | edit source] =====&lt;br /&gt;
The Auto-Save and Log Options section contains a few additional choices for administering your league. These options mainly give you some flexibility in terms of what files OOTP saves over the course of your game&#039;s history. Depending on what you&#039;re interested in, adjusting these settings can drastically impact the size of your league files.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Save&lt;br /&gt;
|Tells the game how frequently to auto-save the progress in your game. You can choose Once a year, Once a month, Once a week, Daily, or Dynamic. The Dynamic option will allow the game to pick major events and moments to autosave your game therefore allowing you to let the game manage autosaving instead of setting it at a periodic time frame. The time frames given are in-game times, not real-world times.&lt;br /&gt;
|-&lt;br /&gt;
|Save Box Scores from . . .&lt;br /&gt;
|Allows you to choose which box scores will be saved. The more box scores you save, the more space is taken up on your computer. You can choose to save box scores from all leagues, human leagues, human organizations, human teams, all major leagues, or none. Box scores and game logs are stored and overwritten each season. Each game in your universe is given an ID. For example, the first game on the schedule is game 1. The box scores and game logs for game 1 will be saved until the next season, when game 1 of that season is played. At that time, the old game 1 box score and game log will be overwritten. Therefore, if you want to save all your old box scores and game logs, be sure to back them up at the end of each season, or consider using OOTP&#039;s Almanac.&lt;br /&gt;
|-&lt;br /&gt;
|Generate Game Recaps for . . .&lt;br /&gt;
|Allows you to choose which game recaps will be saved. The more replays you save, the more space is taken up on your computer. You can choose to save replays from All Leagues, All Major Leagues, Human Leagues, Human Organizations, Human Teams, and None.&lt;br /&gt;
|-&lt;br /&gt;
|Generate WPA Graphs for . . .&lt;br /&gt;
|Allows you to choose which WRA Graphs will be saved. The more replays you save, the more space is taken up on your computer. You can choose to save replays from All Leagues, All Major Leagues, Human Leagues, Human Organizations, Human Teams, and None.&lt;br /&gt;
|-&lt;br /&gt;
|Delay WPA Graph generation&lt;br /&gt;
|Allows you to choose whether or not WPA Graphs will be delayed. If delayed, WPA graphs will only be generated when needed. This will cause replays to be saved for selected games.&lt;br /&gt;
|-&lt;br /&gt;
|Save Game Logs from . . .&lt;br /&gt;
|Allows you to choose which game logs will be saved. The more game logs you save, the more space is taken up on your computer. You can choose to save game logs from all leagues, human leagues, human organizations, human teams, all major leagues, or none. Box scores and game logs are stored and overwritten each season. Each game in your universe is given an ID. For example, the first game on the schedule is game 1. The box scores and game logs for game 1 will be saved until the next season, when game 1 of that season is played. At that time, the old game 1 box score and game log will be overwritten. Therefore, if you want to save all your old box scores and game logs, be sure to back them up at the end of each season, or consider using OOTP&#039;s Almanac.&lt;br /&gt;
|-&lt;br /&gt;
|Save Replays from . . .&lt;br /&gt;
|Allows you to choose which replays will be saved. The more replays you save, the more space is taken up on your computer. You can choose to save replays from All Leagues, All Major Leagues, Human Leagues, Human Organizations, Human Teams, and None.&lt;br /&gt;
|-&lt;br /&gt;
|Store Replays in Pitch by Pitch Mode&lt;br /&gt;
|Allows you to choose how detailed you would like your replays to be. Either yes for pitch-by-pitch or no for one-pitch mode.&lt;br /&gt;
|-&lt;br /&gt;
|Generates Highlights for . . .&lt;br /&gt;
|Allows you to choose which teams&#039; games will generate highlights.&lt;br /&gt;
|-&lt;br /&gt;
|Save 3D Movements from . . .&lt;br /&gt;
|Allows you to choose whether 3D movements are generated in games where either replays or highlights are generated.&lt;br /&gt;
|-&lt;br /&gt;
|Keep news logs . . .&lt;br /&gt;
|Allows you to define whether to discard old news log files to save disk space. You can choose to keep none, all, or just the logs from the last two or ten years. Discarding news log files means that you will no longer be able to read news articles from those years.&lt;br /&gt;
|-&lt;br /&gt;
|Keep injury logs . . .&lt;br /&gt;
|Allows you to define whether to discard old injury log files to save disk space. You can choose to keep none, all, or just the logs from the last two or ten years. Discarding injury log files means that you will no longer be able to see injury reports from those years.&lt;br /&gt;
|-&lt;br /&gt;
|Keep transaction logs . . .&lt;br /&gt;
|Allows you to define whether to discard old transaction log files to save disk space. You can choose to keep none, all, or just the logs from the last two or ten years. Discarding transaction log files means that you will no longer be able to view transaction logs from those years.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball_talk:Screens_and_Menus/League_Menu/League_Settings/Stats_and_AI&amp;diff=2132</id>
		<title>OOTP Baseball talk:Screens and Menus/League Menu/League Settings/Stats and AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball_talk:Screens_and_Menus/League_Menu/League_Settings/Stats_and_AI&amp;diff=2132"/>
		<updated>2025-01-07T22:17:00Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some of the information in this section is redundant and could be removed without harm. For example, the meaning of &amp;quot;Typical Starting Rotation Size&amp;quot;	is evident and &amp;quot;The typical number of pitchers in a starting rotation in this league. Can be set to 3, 4, 5, or 6&amp;quot; adds nothing. Most of the information in the boxes, perhaps all, is unnecessary.&lt;br /&gt;
&lt;br /&gt;
What would be helpful is amplification of what is not evident. For example, there is no need to enter a year under &amp;quot;Import Settings&amp;quot; if the year desired is shown in &amp;quot;Historical Year&amp;quot; above. &amp;quot;Allow two-way players&amp;quot; affects how computer managers use players. It has nothing to do with how a human manager uses his players. This should be explained.&lt;br /&gt;
&lt;br /&gt;
There is no comment about using pre-calc modifiers rather than auto calc modifiers. This is a complicated issue and the ramifications are not necessarily evident.&lt;br /&gt;
&lt;br /&gt;
Anyway, I&#039;m posting here rather than editing the page because extensive changes are needed and this degree of change is best implemented through collaboration.&lt;br /&gt;
&lt;br /&gt;
This is a wiki, the base part is pretty much a base manual, if you want to add extra stuff, that you think will help then you can delete all of this and put everything you think is needed here. Just the basic stuff is to be on the main pages not in detail stuff or stuff that you have figured out. That all belongs in this section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where would the detail stuff on this subject go?&lt;br /&gt;
&lt;br /&gt;
Y&amp;quot;know, stuff we have figured out... that&#039;s what this document is about. There is no longer an official source of information. --- Brad K&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brad K ---  I propose removing everything on the page that describes functions where the in game menus make it obvious what the functions do. That means remove everything except the categories listed below.&lt;br /&gt;
&lt;br /&gt;
IMPORT SETTING&lt;br /&gt;
&lt;br /&gt;
Select Year&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GENERAL AI ROSTER SETTINGS&lt;br /&gt;
&lt;br /&gt;
Two Way Players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ACCURACY SETTINGS&lt;br /&gt;
&lt;br /&gt;
Auto-Calc Of Modifiers&lt;br /&gt;
&lt;br /&gt;
Pre-Calculated Modifiers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The three above need expanded explanation far beyond what is the in existing document which are mostly just paraphrases of the name of the section. Also an expanded explanation of the Control Game Engine function is needed. However I cannot do that as I have never used that feature. Twins, if you have used it perhaps you could write that section. If not then is there anyone here who can write it? &lt;br /&gt;
&lt;br /&gt;
--- Brad K&lt;br /&gt;
&lt;br /&gt;
Some updates made :)&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/League_Menu/League_Settings/Stats_and_AI&amp;diff=2131</id>
		<title>OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/League_Menu/League_Settings/Stats_and_AI&amp;diff=2131"/>
		<updated>2025-01-07T22:16:13Z</updated>

		<summary type="html">&lt;p&gt;Matt: mostly accuracy settings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}The &#039;&#039;&#039;Stats and AI&#039;&#039;&#039; screen is accessed from the Create New Game screen during game creation.&lt;br /&gt;
&lt;br /&gt;
The Stats and AI screen includes some options that allow you finely tune OOTP&#039;s strategy and statistical engines. In general, the settings on this screen are pre-configured for enjoyable game play. We don&#039;t recommend changing these settings unless you have a specific reason to do so. Additionally, since these settings can drastically impact the statistical outcomes in your league, we recommend creating test leagues where appropriate to try out certain settings before you create your final league. This screen is divided into the following sections:&lt;br /&gt;
&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#Import Settings|Import Settings]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#General AI Roster Settings|General AI Roster Settings]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#General Strategic Tendencies|General Strategic Tendencies]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#Historical Modifiers &amp;amp; Totals Options|Historical Modifiers &amp;amp; Totals Options]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#League Totals and Modifiers|League Totals and Modifiers]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#Position Modifiers|Position Modifiers]]&lt;br /&gt;
&lt;br /&gt;
===== Import Settings =====&lt;br /&gt;
&#039;&#039;&#039;Import Settings&#039;&#039;&#039; allow you to specify a real-world year on which to base your league. This does not mean that you will have players from the selected year. Rather, OOTP will use this value to automatically adjust a number of different settings to make the baseball experience more similar to that particular year in the real world, including:&lt;br /&gt;
&lt;br /&gt;
* Financial settings (ticket prices, typical salaries, etc.)&lt;br /&gt;
* League strategy settings (how often players bunt, how often closers are used, etc.)&lt;br /&gt;
* Player creation modifiers (how likely are players to hit lots of home runs, etc.)&lt;br /&gt;
&lt;br /&gt;
===== General AI Roster Settings =====&lt;br /&gt;
The &#039;&#039;&#039;General AI Roster Settings&#039;&#039;&#039; enable you to customize the approach the game&#039;s AI will take towards building its roster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Typical Starting Rotation Size&lt;br /&gt;
|The typical number of pitchers in a starting rotation in this league. Can be set to 3, 4, 5, or 6.&lt;br /&gt;
|-&lt;br /&gt;
|Starting Rotation Mode&lt;br /&gt;
|The typical way in which a manager in this league will choose his next starter.&lt;br /&gt;
|-&lt;br /&gt;
|Allow Starters in Relief&lt;br /&gt;
|Whether or not managers in this league will use members of their starting rotation as relievers when needed.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Relievers (non-DH league)&lt;br /&gt;
|The typical number of relief pitchers carried on the roster by a team in a league where the designated hitter rule is not used.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Position Players (non-DH league)&lt;br /&gt;
|The typical number of non-pitchers carried on the roster by a team in a league where the designated hitter rule is not used.&lt;br /&gt;
|-&lt;br /&gt;
|Total players on roster (non-DH league)&lt;br /&gt;
|The total number of players carried on the roster by a team in a league where the designated hitter rule is not used.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Relievers (DH league)&lt;br /&gt;
|The typical number of relief pitchers carried on the roster by a team in a league where the designated hitter rule is used.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Position Players (DH league)&lt;br /&gt;
|The typical number of non-pitchers carried on the roster by a team in a league where the designated hitter rule is used.&lt;br /&gt;
|-&lt;br /&gt;
|Total players on roster (DH league)&lt;br /&gt;
|The total number of players carried on the roster by a team in a league where the designated hitter rule is used.&lt;br /&gt;
|-&lt;br /&gt;
|Allow Two-Way Players&lt;br /&gt;
|Whether to allow humans or AI team to set players as two-way players. If disabled, the player strategy settings for two-way players will be disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== General Strategic Tendencies =====&lt;br /&gt;
&#039;&#039;&#039;General Strategic Tendencies&#039;&#039;&#039; enable you to customize the &#039;style of baseball&#039; that your league plays. Most options have five settings to choose from: Very Rarely, Rarely, Normal, Often, or Very Often. Exceptions are noted below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Use of Relievers&lt;br /&gt;
|How frequently the computer will use relief pitchers.&lt;br /&gt;
|-&lt;br /&gt;
|Use of Closers&lt;br /&gt;
|How frequently the computer will use closers.&lt;br /&gt;
|-&lt;br /&gt;
|Pitcher Stamina&lt;br /&gt;
|A measure of how quickly pitchers tire in your league. Can be set to Very Low, Low, Normal, High, or Very High.&lt;br /&gt;
|-&lt;br /&gt;
|Hook for Starting Pitcher&lt;br /&gt;
|A measure of how soon to relieve a starting pitcher when he runs into trouble.&lt;br /&gt;
|-&lt;br /&gt;
|Hook for Relief Pitcher&lt;br /&gt;
|A measure of how soon to replace a reliever when he runs into trouble.&lt;br /&gt;
|-&lt;br /&gt;
|Use of Relievers&lt;br /&gt;
|The overall frequency with which the AI will bring relief pitchers into the game.&lt;br /&gt;
|-&lt;br /&gt;
|Use of Openers&lt;br /&gt;
|The frequency with which the AI will choose to use the Opener/Closer setup for its pitching rotation.&lt;br /&gt;
|-&lt;br /&gt;
|Pitcher Stamina&lt;br /&gt;
|A league-wide adjustment of how quickly pitchers tend to become fatigued, allowing simulation of eras or leagues where pitcher appearances tended to last much longer or shorter than the historical norm.&lt;br /&gt;
|-&lt;br /&gt;
|Pinch Hit for Pitchers&lt;br /&gt;
|How frequently the computer will pinch hit for pitchers.&lt;br /&gt;
|-&lt;br /&gt;
|Pinch Hit for Position Players&lt;br /&gt;
|How frequently the computer will pinch hit for position players.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Substitutions&lt;br /&gt;
|How frequently the computer will substitute players late in games to insert players who are better defensively.&lt;br /&gt;
|-&lt;br /&gt;
|Stealing Bases&lt;br /&gt;
|How frequently the computer will attempt to steal bases.&lt;br /&gt;
|-&lt;br /&gt;
|Hit &amp;amp; Run&lt;br /&gt;
|How frequently the computer will attempt a hit &amp;amp; run play.&lt;br /&gt;
|-&lt;br /&gt;
|Bunting&lt;br /&gt;
|How frequently the computer will bunt.&lt;br /&gt;
|-&lt;br /&gt;
|Infield Shifts&lt;br /&gt;
|How frequently the computer will use an infield shift.&lt;br /&gt;
|-&lt;br /&gt;
|Catcher Framing Impact&lt;br /&gt;
|How much of an effect catcher framing will have on pitcher performance. Higher values will increase the effectiveness of catchers at &amp;quot;framing&amp;quot; borderline pitches so they are more likely to be called a strike by the umpire.&lt;br /&gt;
|}&lt;br /&gt;
General strategic tendencies affect the entire league. Similar settings are available at the player or coach level to change the tendencies for individuals one at a time.&lt;br /&gt;
&lt;br /&gt;
===== League Totals and Modifiers =====&lt;br /&gt;
&#039;&#039;&#039;League Totals and Modifiers&#039;&#039;&#039; are the main piece in modifying your league output. While player creation modifiers affect player ratings and potential, league totals and modifiers are used to directly affect the statistical output of a league. This information is most commonly used by historical players who want overall statistical results to match a specific target. They may also be used by players who wish to match a specific era of baseball in their league, even if not playing in a historical league.&lt;br /&gt;
&lt;br /&gt;
OOTP generates a league total for each category, noted in the left column. The league total acts as the basis for the calculation engine. In historical leagues, these are the real league totals from the imported year. In fictional leagues it&#039;s the major league totals from the most recently completed season. The league totals do NOT directly equate to how many of these events you will see in your league! They are simply a basis for calculation, which ensures the ratios of these events remain accurate compared to real life. In a perfectly balanced league, with perfectly balanced other modifiers, you can expect the totals to approach those values.&lt;br /&gt;
&lt;br /&gt;
As a more intuitive alternative, the right column contains &#039;&#039;modifiers&#039;&#039;, with a default setting of 1.000 for most values. These modifiers can be used to adjust the statistical output of your league. For example, if you want 10% more home runs, instead of adjusting the home run &#039;&#039;totals&#039;&#039;, just change the home runs &#039;&#039;modifier&#039;&#039; to 1.100.&lt;br /&gt;
&lt;br /&gt;
One important point to understand about the league totals and modifiers is that, unlike player creation modifiers, league totals &#039;&#039;directly affect the statistical output of the game engine&#039;&#039;. They have no impact at all on player ratings, potential, or player development. Even if you reduce your home run league total modifier to 0.150, your slugger with a 100 Power rating would still have 100 Power, and he would still hit more home runs than other players. But the numbers of home runs across the league overall would be drastically reduced.&lt;br /&gt;
&lt;br /&gt;
It is generally recommended to set the league totals to the desired outputs you wish to see in your league (or select from a pre-set), and then use the other options available depending on how strict you wish to get to those totals.&lt;br /&gt;
&lt;br /&gt;
In Historical Leagues, you may wish to select the &#039;&#039;&#039;Lock League Total Stats&#039;&#039;&#039; checkbox, if you wish the league totals to not update as you advance through seasons. Thus, if you wish to create a league that will always maintain 1980 stat levels, you may select 1980 in the dropdown and then lock the totals.&lt;br /&gt;
&lt;br /&gt;
===== Prior Version Functionality =====&lt;br /&gt;
Prior to OOTP 25, adjusting league totals worked counter-intuitively. The results in your league are &#039;&#039;inversely&#039;&#039; related to the league totals. In other words, if you increase the triples total from 1,000 to 2,000, it would actually result in FEWER triples in your league! The league totals indicated what an average player was expected to hit, and so when a value was increased, that was equivalent to changing what an average player did. We do not recommend adjusting your league totals directly unless you&#039;re just messing around, or you are experienced in working with our league totals!&lt;br /&gt;
&lt;br /&gt;
===== Accuracy Settings =====&lt;br /&gt;
&#039;&#039;&#039;Accuracy Settings&#039;&#039;&#039; give you further flexibility in controlling the statistical output of your league. There are multiple options available, depending on which level of accuracy you wish to maintain. Each option is described further in-game, when hovering the mouse over the option as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use Auto-Calc of Modifiers&#039;&#039;&#039;: For the highest fidelity towards the league totals, this box may be selected. In this instance, the league will be simmed on opening day, and the league modifiers will be adjusted to ensure that the overall league totals should come out accurately. This will ensure the highest level of accuracy to the totals, but it will also hide outliers. For example, if the league has an influx of power hitters, the auto-calc may aggressively lower the HR modifier to ensure the league totals come out accurately. This functionality may also be run manually with the &#039;&#039;&#039;Auto-Calc Modifiers&#039;&#039;&#039; button, which appears above the league totals section. If you are not using the automatic auto-calc, you may wish to periodically run the option manually to at least ensure your league totals don&#039;t deviate too much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use Pre-Calculated Modifiers&#039;&#039;&#039;: This setting will load in modifiers that have been calculated for each historical season. These may help give some slight adjustments to the general totals based on certain characteristics of the year. Generally speaking, this may not necessarily increase the overall accuracy beyond simply leaving the modifiers at the default, but in some cases it may help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatically Control In-Game Engine&#039;&#039;&#039;: This option is recommended most for minor leagues, or for leagues with extreme player talent levels. In this setup, the modifiers themselves are not used to control the statistical output, but player ratings themselves are adjusted to balance out the league totals. This should generally moderate extreme outlier scenarios (for example, in very low level leagues, the talent needed for someone to otherwise appear Ruthian may not be that extreme). It is also recommended for minors or feeder leagues as they tend to change talent levels. If the league gets an in-flux of talent mid-season, controlling the in-game engine will more readily react to that, while the auto-calc is not run mid-season and will not adjust to the changes.&lt;br /&gt;
&lt;br /&gt;
Which option, if any, to use will depend on your level of fidelity to the totals you wish. If you want the most accurate league totals, using either auto-calc or controlling the engine will generally give the most accurate totals. But both will adjust the league output fairly aggressively to those totals, and thus you will lose some variation. The default modern game engine does not select any options, as the statistical output is calibrated to avoid &amp;quot;runaway&amp;quot; totals. In some scenarios, though, the player creation and player development engines may cause the overall league talent levels to change drastically over time. In those scenarios, it can be valuable to periodically &amp;quot;reset&amp;quot; the league totals or modifiers with an auto-calc run (or adjusting manually) to maintain balance.&lt;br /&gt;
&lt;br /&gt;
===== Other Statistical Modifiers =====&lt;br /&gt;
These options give more control over other game engine situations, along with the high-level league totals. Some of these values will change when the auto-calc is selected. Most options are described further when you mouse over the option. Do note that the default value for many of these options is not necessarily 1.000. They will vary slightly depending on how the game engine is calibrated. &lt;br /&gt;
&lt;br /&gt;
===== Position Modifiers =====&lt;br /&gt;
&#039;&#039;&#039;Position Modifiers&#039;&#039;&#039; affect the defensive aspect of the game. By adjusting these modifiers, you can alter the impact of different positions on your league, defensively. Each position has a range and error component. Increasing the Range modifier will increase the range of players at that position, putting them in a position to make more plays. Increasing the Error component increases the number of errors at that position, causing a decrease in fielding percentage. As usual, all values are relative to modern day professional baseball.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/League_Menu/League_Settings/Stats_and_AI&amp;diff=2130</id>
		<title>OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/League_Menu/League_Settings/Stats_and_AI&amp;diff=2130"/>
		<updated>2025-01-07T21:45:37Z</updated>

		<summary type="html">&lt;p&gt;Matt: two way players&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}The &#039;&#039;&#039;Stats and AI&#039;&#039;&#039; screen is accessed from the Create New Game screen during game creation.&lt;br /&gt;
&lt;br /&gt;
The Stats and AI screen includes some options that allow you finely tune OOTP&#039;s strategy and statistical engines. In general, the settings on this screen are pre-configured for enjoyable game play. We don&#039;t recommend changing these settings unless you have a specific reason to do so. Additionally, since these settings can drastically impact the statistical outcomes in your league, we recommend creating test leagues where appropriate to try out certain settings before you create your final league. This screen is divided into the following sections:&lt;br /&gt;
&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#Import Settings|Import Settings]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#General AI Roster Settings|General AI Roster Settings]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#General Strategic Tendencies|General Strategic Tendencies]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#Historical Modifiers &amp;amp; Totals Options|Historical Modifiers &amp;amp; Totals Options]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#League Totals and Modifiers|League Totals and Modifiers]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus/League Menu/League Settings/Stats and AI#Position Modifiers|Position Modifiers]]&lt;br /&gt;
&lt;br /&gt;
===== Import Settings =====&lt;br /&gt;
&#039;&#039;&#039;Import Settings&#039;&#039;&#039; allow you to specify a real-world year on which to base your league. This does not mean that you will have players from the selected year. Rather, OOTP will use this value to automatically adjust a number of different settings to make the baseball experience more similar to that particular year in the real world, including:&lt;br /&gt;
&lt;br /&gt;
* Financial settings (ticket prices, typical salaries, etc.)&lt;br /&gt;
* League strategy settings (how often players bunt, how often closers are used, etc.)&lt;br /&gt;
* Player creation modifiers (how likely are players to hit lots of home runs, etc.)&lt;br /&gt;
&lt;br /&gt;
===== General AI Roster Settings =====&lt;br /&gt;
The &#039;&#039;&#039;General AI Roster Settings&#039;&#039;&#039; enable you to customize the approach the game&#039;s AI will take towards building its roster.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Typical Starting Rotation Size&lt;br /&gt;
|The typical number of pitchers in a starting rotation in this league. Can be set to 3, 4, 5, or 6.&lt;br /&gt;
|-&lt;br /&gt;
|Starting Rotation Mode&lt;br /&gt;
|The typical way in which a manager in this league will choose his next starter.&lt;br /&gt;
|-&lt;br /&gt;
|Allow Starters in Relief&lt;br /&gt;
|Whether or not managers in this league will use members of their starting rotation as relievers when needed.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Relievers (non-DH league)&lt;br /&gt;
|The typical number of relief pitchers carried on the roster by a team in a league where the designated hitter rule is not used.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Position Players (non-DH league)&lt;br /&gt;
|The typical number of non-pitchers carried on the roster by a team in a league where the designated hitter rule is not used.&lt;br /&gt;
|-&lt;br /&gt;
|Total players on roster (non-DH league)&lt;br /&gt;
|The total number of players carried on the roster by a team in a league where the designated hitter rule is not used.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Relievers (DH league)&lt;br /&gt;
|The typical number of relief pitchers carried on the roster by a team in a league where the designated hitter rule is used.&lt;br /&gt;
|-&lt;br /&gt;
|Number of Position Players (DH league)&lt;br /&gt;
|The typical number of non-pitchers carried on the roster by a team in a league where the designated hitter rule is used.&lt;br /&gt;
|-&lt;br /&gt;
|Total players on roster (DH league)&lt;br /&gt;
|The total number of players carried on the roster by a team in a league where the designated hitter rule is used.&lt;br /&gt;
|-&lt;br /&gt;
|Allow Two-Way Players&lt;br /&gt;
|Whether to allow humans or AI team to set players as two-way players. If disabled, the player strategy settings for two-way players will be disabled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== General Strategic Tendencies =====&lt;br /&gt;
&#039;&#039;&#039;General Strategic Tendencies&#039;&#039;&#039; enable you to customize the &#039;style of baseball&#039; that your league plays. Most options have five settings to choose from: Very Rarely, Rarely, Normal, Often, or Very Often. Exceptions are noted below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Use of Relievers&lt;br /&gt;
|How frequently the computer will use relief pitchers.&lt;br /&gt;
|-&lt;br /&gt;
|Use of Closers&lt;br /&gt;
|How frequently the computer will use closers.&lt;br /&gt;
|-&lt;br /&gt;
|Pitcher Stamina&lt;br /&gt;
|A measure of how quickly pitchers tire in your league. Can be set to Very Low, Low, Normal, High, or Very High.&lt;br /&gt;
|-&lt;br /&gt;
|Hook for Starting Pitcher&lt;br /&gt;
|A measure of how soon to relieve a starting pitcher when he runs into trouble.&lt;br /&gt;
|-&lt;br /&gt;
|Hook for Relief Pitcher&lt;br /&gt;
|A measure of how soon to replace a reliever when he runs into trouble.&lt;br /&gt;
|-&lt;br /&gt;
|Use of Relievers&lt;br /&gt;
|The overall frequency with which the AI will bring relief pitchers into the game.&lt;br /&gt;
|-&lt;br /&gt;
|Use of Openers&lt;br /&gt;
|The frequency with which the AI will choose to use the Opener/Closer setup for its pitching rotation.&lt;br /&gt;
|-&lt;br /&gt;
|Pitcher Stamina&lt;br /&gt;
|A league-wide adjustment of how quickly pitchers tend to become fatigued, allowing simulation of eras or leagues where pitcher appearances tended to last much longer or shorter than the historical norm.&lt;br /&gt;
|-&lt;br /&gt;
|Pinch Hit for Pitchers&lt;br /&gt;
|How frequently the computer will pinch hit for pitchers.&lt;br /&gt;
|-&lt;br /&gt;
|Pinch Hit for Position Players&lt;br /&gt;
|How frequently the computer will pinch hit for position players.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Substitutions&lt;br /&gt;
|How frequently the computer will substitute players late in games to insert players who are better defensively.&lt;br /&gt;
|-&lt;br /&gt;
|Stealing Bases&lt;br /&gt;
|How frequently the computer will attempt to steal bases.&lt;br /&gt;
|-&lt;br /&gt;
|Hit &amp;amp; Run&lt;br /&gt;
|How frequently the computer will attempt a hit &amp;amp; run play.&lt;br /&gt;
|-&lt;br /&gt;
|Bunting&lt;br /&gt;
|How frequently the computer will bunt.&lt;br /&gt;
|-&lt;br /&gt;
|Infield Shifts&lt;br /&gt;
|How frequently the computer will use an infield shift.&lt;br /&gt;
|-&lt;br /&gt;
|Catcher Framing Impact&lt;br /&gt;
|How much of an effect catcher framing will have on pitcher performance. Higher values will increase the effectiveness of catchers at &amp;quot;framing&amp;quot; borderline pitches so they are more likely to be called a strike by the umpire.&lt;br /&gt;
|}&lt;br /&gt;
General strategic tendencies affect the entire league. Similar settings are available at the player or coach level to change the tendencies for individuals one at a time.&lt;br /&gt;
&lt;br /&gt;
===== Historical Modifiers &amp;amp; Totals Options =====&lt;br /&gt;
&#039;&#039;&#039;Historical Modifiers &amp;amp; Totals Options&#039;&#039;&#039; give you further flexibility if you are importing historical leagues. If you are not using historical leagues or fictional leagues based on historical data, you should leave both of these boxes unchecked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Option&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Automatically adjust league totals modifiers after each season for historical accuracy&lt;br /&gt;
|When you select this check box, the game will automatically make an adjustment to your league totals after each season, so that the results of the next season will be statistically close to the real-world historical ratio of that season. So, if your league overall hit .250 in 1980, and the real world league batting average for 1981 was .275, the game will automatically adjust your Hits league totals modifier to 1.100, because you need to get hits 10% more often than this past season to approximately match the real world values.&lt;br /&gt;
|-&lt;br /&gt;
|Lock league total stats&lt;br /&gt;
|When you select this check box, league stats are locked to fixed amounts.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: We strongly recommend you use these two options in conjunction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== League Totals and Modifiers =====&lt;br /&gt;
&#039;&#039;&#039;League Totals and Modifiers&#039;&#039;&#039; are the final piece in modifying your league output. While player creation modifiers affect player ratings and potential, league totals and modifiers are used to directly affect the statistical output of a league. This information is most commonly used by historical players who want overall statistical results to match a specific target.&lt;br /&gt;
&lt;br /&gt;
OOTP generates a league total for each category, noted in the left column. The league total acts as the basis for the calculation engine. In historical leagues, these are the real league totals from the imported year. In fictional leagues it&#039;s the major league totals from the most recently completed season. The league totals do NOT directly equate to how many of these events you will see in your league! They are simply a basis for calculation, which ensures the ratios of these events remain accurate compared to real life. Adjusting league totals is a little counterintuitive. The results in your league are &#039;&#039;inversely&#039;&#039; related to the league totals. In other words, if you increase the triples total from 1,000 to 2,000, it would actually result in FEWER triples in your league! We do not recommend adjusting your league totals directly unless you&#039;re just messing around, or you are experienced in working with our league totals!&lt;br /&gt;
&lt;br /&gt;
As a more intuitive alternative, the right column contains &#039;&#039;modifiers&#039;&#039;, with a default setting of 1.000. A value of 1.000 is equivalent to modern professional baseball level. These modifiers can be used to adjust the statistical output of your league. For example, if you want 10% more home runs, instead of adjusting the home run &#039;&#039;totals&#039;&#039;, just change the home runs &#039;&#039;modifier&#039;&#039; to 1.100.&lt;br /&gt;
&lt;br /&gt;
One important point to understand about the league totals and modifiers is that, unlike player creation modifiers, league totals &#039;&#039;directly affect the statistical output of the game engine&#039;&#039;. They have no impact at all on player ratings, potential, or player development. Even if you reduce your home run league total modifier to 0.150, your slugger with a 100 Power rating would still have 100 Power, and he would still hit more home runs than other players. But the numbers of home runs across the league overall would be drastically reduced.&lt;br /&gt;
&lt;br /&gt;
There is also a checkbox entitled &#039;&#039;&#039;Automatically control in-game engine to match league totals (only recommended for minors)&#039;&#039;&#039;. This option automatically modifies the in-game engine in a way that the stats output closely matches the entered league totals. This works fairly well, but is not a perfect statistical rendition, particularly at the lowest minor league level. It&#039;s a decent option for players who are extremely concerned about league totals looking &amp;quot;realistic&amp;quot; in the minors.&lt;br /&gt;
&lt;br /&gt;
===== Position Modifiers =====&lt;br /&gt;
&#039;&#039;&#039;Position Modifiers&#039;&#039;&#039; affect the defensive aspect of the game. By adjusting these modifiers, you can alter the impact of different positions on your league, defensively. Each position has a range and error component. Increasing the Range modifier will increase the range of players at that position, putting them in a position to make more plays. Increasing the Error component increases the number of errors at that position, causing a decrease in fielding percentage. As usual, all values are relative to modern day professional baseball.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/Player_Profile/Player_Ratings/Batting_Ratings&amp;diff=2128</id>
		<title>OOTP Baseball:Screens and Menus/Player Profile/Player Ratings/Batting Ratings</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/Player_Profile/Player_Ratings/Batting_Ratings&amp;diff=2128"/>
		<updated>2025-01-07T18:38:59Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
All players have a set of five basic batting ratings: &#039;&#039;&#039;Contact&#039;&#039;&#039;, &#039;&#039;&#039;Gap Power&#039;&#039;&#039;, &#039;&#039;&#039;Home Run Power&#039;&#039;&#039;, &#039;&#039;&#039;Eye/Discipline&#039;&#039;&#039;, and &#039;&#039;&#039;Avoid K&#039;s&#039;&#039;&#039;. Each of these has a matching potential rating. (See [[OOTP Baseball:Screens and Menus/Player Profile/Player Ratings#Current vs Potential Ratings|Current vs Potential Ratings]] for more information on the distinction between the two.) Batting ratings can be seen on the [[OOTP Baseball:Screens and Menus/Player Profile|Player Profile]], the [[OOTP Baseball:Screens and Menus/Player Profile/Player Ratings|Ratings page]], or in any list of players using the Batting Ratings view. They are also available on the Scouting Reports page.&lt;br /&gt;
&lt;br /&gt;
OOTP uses batting ratings to determine the outcome of an at bat.&lt;br /&gt;
&lt;br /&gt;
===== Contact =====&lt;br /&gt;
As of OOTP 25, Contact is a hybrid rating which incorporates the BABIP and Avoid K&#039;s ratings. Players with high Contact ratings are more likely to get hits and have a higher batting average. It does not include a player&#039;s power rating. Thus, players with equal contact may run different batting averages depending on their home run power.&lt;br /&gt;
&lt;br /&gt;
===== BABIP =====&lt;br /&gt;
&lt;br /&gt;
BABIP is a measure of a player&#039;s ability to get hits on balls in play, removing outcomes not affected by the opposing defense (namely homeruns and strikeouts). Specifically, the BABIP rating directly affects the number of singles, doubles, and triples per at bat that do not result in a strikeout. Players with a higher BABIP will tend to run better averages, but players with significant strikeout issues might have below average batting average despite their BABIP abilities.&lt;br /&gt;
&lt;br /&gt;
===== Gap Power =====&lt;br /&gt;
Gap Power is a measure of a player&#039;s ability to hit doubles and triples. Gap Power directly affects the number of doubles and triples a player gets, per hit in play. (The ratio of doubles to triples is influenced by a different rating--either the &amp;quot;Triple Ratio,&amp;quot; or the player&#039;s Speed rating if the player does not have a Triple Ratio assigned.) Gap Power has no effect on home runs, or on the likelihood that a player will make contact other than hitting doubles or triples. The actual number of extra base hits a player gets will depend on their contact ability to get hits - two players with similar Gap ratings may have widely varying extra-base hit totals.&lt;br /&gt;
&lt;br /&gt;
===== Home Run Power =====&lt;br /&gt;
Home Run Power is a measure of a player&#039;s ability to hit home runs. Home Run Power directly affects the number of home runs a player hits per at bat. Home Run Power has no direct effect on other types of extra-base hits, or on the likelihood that a player will make contact other than hitting home runs.&lt;br /&gt;
&lt;br /&gt;
===== Eye =====&lt;br /&gt;
Eye/Discipline is a measure of a player&#039;s ability to draw walks. Eye/Discipline directly affects the number of times a player walks per at bat. Eye/Discipline has no direct effect on the likelihood that a player will make contact, or strike out.&lt;br /&gt;
&lt;br /&gt;
===== Avoid K&#039;s =====&lt;br /&gt;
Avoid K&#039;s is a measure of a player&#039;s ability to avoid striking out. Avoid K&#039;s directly affects the number of times a player strikes out per at bat. Avoid K&#039;s has no direct effect on the likelihood that a player will reach base on balls in play or on extra-base hits.&lt;br /&gt;
&lt;br /&gt;
===== Lefty-Righty Splits =====&lt;br /&gt;
In addition to the basic current versus potential ratings, hitters also can perform differently depending on the handedness of the pitcher they are facing. These &amp;quot;split&amp;quot; ratings are not visible on the Player Profile, but can be found on the Ratings screens &amp;quot;VS LHP&amp;quot; (versus left-handed pitchers) and &amp;quot;VS RHP&amp;quot; (versus right-handed pitchers). Be sure to consider this information when setting your lineups!&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Player_Model/Player_Positions_and_Roles&amp;diff=2127</id>
		<title>OOTP Baseball:Important Game Concepts/The Player Model/Player Positions and Roles</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts/The_Player_Model/Player_Positions_and_Roles&amp;diff=2127"/>
		<updated>2025-01-07T18:32:16Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}Each player in OOTP has a single &#039;&#039;&#039;assigned position&#039;&#039;&#039; that is displayed on the [[OOTP Baseball:Screens and Menus/Player Profile|Player Profile]], on player lists that show player positions, and in various reports.&lt;br /&gt;
&lt;br /&gt;
A player can only have one assigned position at a time. Think of it as where the organization plans to play him. However, the assigned position has no impact on where a player actually has to &#039;&#039;play&#039;&#039;. You could place a pitcher in left field or a third baseman at first base, if you so desired. The assigned position is just a way of labeling the player for easy reference.&lt;br /&gt;
&lt;br /&gt;
===== Changing a Player&#039;s Assigned Position =====&lt;br /&gt;
You can change a player&#039;s assigned position by using the &#039;&#039;&#039;Set Position To...&#039;&#039;&#039; action menu that is available at the bottom of every screen in the [[OOTP Baseball:Screens and Menus/Player Profile|Player Profile]]. [[OOTP Baseball:Important Game Concepts/The Human Manager Model/Commissioners|Commissioners]] can also change player positions through the [[OOTP Baseball:Important Game Concepts/Tools, Functions, and Editors|Player Editor]].&lt;br /&gt;
&lt;br /&gt;
===== Player Ratings at Multiple Positions =====&lt;br /&gt;
As described in the Defensive Ratings section, players receive a numeric rating at any position they are qualified to play. A single player may have ratings at one, three, or even nine positions. So, a player&#039;s assigned position isn&#039;t necessarily the only position he can play. In fact, it may not even be his &#039;&#039;best&#039;&#039; position. For example, you might have a good third baseman who plays an average shortstop, but you also have an All-Star third baseman. So, you have the All-Star play third, while the first player plays short. In this case, his assigned position could be 3B OR SS - it doesn&#039;t really matter which. Player ratings at each position can be seen on the [[OOTP Baseball:Screens and Menus/Player Profile|Player Profile]], the Ratings page, or in any player list using the Position Ratings view.&lt;br /&gt;
&lt;br /&gt;
In the example above, the player is an outstanding first baseman and a fair second baseman. Because he has ratings at these positions, he can play any of those positions without suffering any undue penalties. This player might have an assigned position of first base, but he could well be your best second baseman, too!&lt;br /&gt;
&lt;br /&gt;
===== Playing out of Position =====&lt;br /&gt;
Even if your player does not have a rating at a position, you can still play him at any position in a game. Just place him wherever you would like in your lineup or depth chart. You could even place a second baseman in your pitching rotation, although he&#039;s not likely to do well. However, a player who is not rated at a position is well below average in his ability at that position, and is likely to have poor range and make frequent errors.&lt;br /&gt;
&lt;br /&gt;
===== Learning New Positions =====&lt;br /&gt;
Players learn new positions through practice. The best way to accomplish this is by having them play in a new position. Players learn more quickly when they play regularly in the minor leagues, or in spring training. The more a player plays at a certain position, the more he improves. After he has acquired a certain amount of experience at a position, he will be given a position rating that will display on his profile.&lt;br /&gt;
OOTP follows the concept of the &amp;quot;defensive spectrum.&amp;quot; The defensive spectrum is as follows: DH - 1B - LF - RF - 3B - CF - 2B - SS. Generally speaking, the further to the right, the harder the position is to play and the harder it will be to convert a player to that position. Position players can learn to play catcher, but it often takes a very long time, and they typically don&#039;t make very good ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: A player may lose experience over time if he does not play a position for many years. He may also lose a rating at a position if one of the component skills drops below a certain value.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Historical Players With Recalc ====&lt;br /&gt;
Historical players are rated for positions they played historically during the selected rating period. Position ratings are based on the amount of experience at the position and the basic skills (Range, Arm, etc.) of the category of the position (Catcher, Infield, Outfield).&lt;br /&gt;
&lt;br /&gt;
A player may gain a rating at a position in the same category at a position he didn&#039;t play historically by gaining experience at the position. Spring training is a good time to teach players new positions. If playing with historical lineups enabled, players will not gain experience at new positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Pitching Roles =====&lt;br /&gt;
In addition to a position, pitchers also have a &#039;&#039;&#039;role&#039;&#039;&#039;, which can be set to one of three values: starting pitcher (SP), middle reliever (MR), or closer (CL). Just as with assigned positions, pitcher roles do not affect a pitcher&#039;s ability. (As mentioned in [[OOTP Baseball:Important Game Concepts/The Player Model/Baseball Ratings/Pitching Ratings|Pitching Ratings]], relief pitchers gain a small bonus to stuff.) However, some pitchers might be better in certain roles. For example, pitchers with very low Stamina or few effective pitches make poor starting pitchers. Roles also play a part in how the computer managers make decisions. For example, the computer is unlikely to place a closer in a starting spot.&lt;br /&gt;
&lt;br /&gt;
Again, there&#039;s no reason you can&#039;t put a MR into your starting rotation. However, note that news articles involving pitchers will use the pitcher&#039;s role to decide what kind of information to present. News articles about starters are likely to include wins and losses, for example, while news articles about closers are likely to mention saves.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Creating_Games/Historical_Games&amp;diff=2126</id>
		<title>OOTP Baseball:Creating Games/Historical Games</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Creating_Games/Historical_Games&amp;diff=2126"/>
		<updated>2025-01-07T18:27:41Z</updated>

		<summary type="html">&lt;p&gt;Matt: Reverted edit by Masternachos (talk) to last revision by LansdowneSt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating new Historical games can be found, starting on OOTP&#039;s main page, clicking on &amp;quot;New Game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On the next page you will select the &amp;quot;New Historical Game&amp;quot; link. You will be asked if you would like to play the game in [https://wiki.ootpdevelopments.com/index.php?title=OOTP_25:Important_Game_Concepts/Challenge_Mode Challenge Mode] or to continue with a new game.&lt;br /&gt;
[[File:Historical game wizards.png|center|621x621px]]&lt;br /&gt;
Your first options are to choose what eras you would like to play in.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Early Years (1871 - 1900)&#039;&#039;&#039; You can choose any year in the drop down box from 1871 to 1900 to start your season in. There are no minor league teams in the Early Years and the reserve clause is in effect.&lt;br /&gt;
* &#039;&#039;&#039;The Deadball Era (1901 - 1920)&#039;&#039;&#039; The beginning years of modern baseball where the National League merged with the American League to create the MLB. You can choose years from 1901 to 1920 to start your season in. in 1915 the Minor Leagues are created. Reserve Clause still in use.&lt;br /&gt;
* &#039;&#039;&#039;Baseball&#039;s Rebirth (1921 - 1945)&#039;&#039;&#039; In the years where home runs became a mainstay because of the likes of Babe Ruth,, Lou Gehrig, Hack Wilson, Ted Williams, Joe DiMaggio,  and many other legends. Also experience the years when baseball had to deal with players going off to war. You can start you season by choosing the years of 1921 to 1945. Reserve Clause still in use.&lt;br /&gt;
* &#039;&#039;&#039;The Golden Years (1946 - 1960)&#039;&#039;&#039; Following the years of World War II, the return of many greats like Ted Williams, Joe DiMaggio, and Stan Musial. We also had the breakage of the color barrier where in 1947 the great Jackie Robinson, took the field for the Brooklyn Dodgers. Choose what year to start your season between 1946 to 1960. Reserve Clause still in use.&lt;br /&gt;
* &#039;&#039;&#039;The Baseball Boom (1961 - 1979)&#039;&#039;&#039; The first expansion teams of the Los Angeles Angles and Washington DC taking on a new iteration of the Washing Senators, after Calvin Clark moved his Senators to Minnesota taking on the new moniker the Minnesota Twins. This was the first time the MLB expanded since it&#039;s creation in 1901. Choose from the years of 1961 to 1979 to start your season. reserve Clause in use until 1976 when Free Agency is introduced into the MLB.&lt;br /&gt;
* &#039;&#039;&#039;The Defensive Era (1980 - 1992)&#039;&#039;&#039; Come play in the years of Hall of Famers George Brett, Mike Schmidt, Rickey Henderson, Kirby Puckett, Don Mattingly. The Decade the Yankees did not win a World Series. The last time that happened was in the 1910s. Choose the from the years of 1980 to 1992 to start your season.&lt;br /&gt;
* &#039;&#039;&#039;The Power Years (1993 - 2004)&#039;&#039;&#039; The Blue Jays win back to back World Series Titles, the Player strike of 1994 causes the first World Series not to be played since the World Series started to be played in 1903! We got the Florida Marlins and the Colorado Rockies as expansion teams and seen fan favorite players like Ken Griffey Jr, Frank Thomas, and Barry Bonds, hit home runs like we had never seen before and the Home Run record chase of Mark McGwire, Sammy Sosa, and Ken Griffey Jr! Choose from the years of 1993 to 2004 to start your season.&lt;br /&gt;
* &#039;&#039;&#039;Modern Times (2005+)&#039;&#039;&#039; The Chicago Cubs, Chicago White Sox, and Boston Red Sox (Known as the curse of the Bambino) win their first world series breaking some of the longest World Series droughts in MLB history. The Cubs in 2016 (Year 1908, 108 years) and White Sox in 2005 (Year 1917, 88 years) and Red Sox 2004 (Year 1918, 86 years). You can choose to start your season in the years of 2005 to 2023.&lt;br /&gt;
&lt;br /&gt;
In OOTP 25 the new Historical Creation Wizards were added to the game, streamlining game setup to make it quicker and easier for the user! The four new modes are, Default Mode, Replay Mode, Career Mode, and Random Debut Mode.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Default Mode&#039;&#039;&#039; - This game mode is meant for players who want historical accuracy with some flexibility. Players are recalculated each season based on real life historical stats. Use of Real Transactions, Historical Lineups, and the Player Development Engine, are all disabled.&lt;br /&gt;
* &#039;&#039;&#039;Replay Mode&#039;&#039;&#039; - The game mode is meant for players who want historical accuracy. Please will be assigned to their teams, historical lineups will be used, historical transactions will take place, players will retire according to history, players will miss season according to history. Players are recalculated each season based on real life historical stats and the Development Engine, Amateur Draft, and other settings maybe disabled.&lt;br /&gt;
* &#039;&#039;&#039;Career Mode&#039;&#039;&#039; - This mode aims to play through history from the year you start your season, letting things play out differently from how things did in real life. Players will not miss seasons, players will retire, but they retire differently from history. Players that we lost because of medical reasons, will play full careers. This mode uses the OOTP Development Engine, so players also develop differently. They will get hurt differently, they will be drafted and sign with different teams and will join the league as rookies the same years they were drafted and signed their minor league contracts. Players can be traded to different teams. Players can be picked up in free agency. The Development Lab and Development Sliders will be of use in career mode because of the use of the OOTP Development Engine.&lt;br /&gt;
* &#039;&#039;&#039;Random Debut Mode&#039;&#039;&#039; - This is the ultimate fantasy mode. Players like Babe Ruth, Jackie Robinson, Mark McGwire will be pulled into the game and randomly appear in your inaugural or in any subsequent year&#039;s amateur draft.  Aside from those appearing in the inaugural draft, the players will debut at the age they debuted in their first game at the MLB level. You can choose to play with the development system enabled or you can disable it and play with recalc mode. Default is set at recalc and OOTP development Engine on together which provides in-season variance with guardrails to keep players relatively in-line with their historical performance.  Use of recalc and the development engine at the same time also allows users to disable &amp;quot;Retire According to History&amp;quot; and instead allows players to age as dictated by the development engine.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=Main_Page&amp;diff=1756</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=Main_Page&amp;diff=1756"/>
		<updated>2024-11-06T14:07:38Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome to the official Out of the Park Developments Wiki&#039;&#039;&#039;&amp;lt;/big&amp;gt;. Feel free to browse for a while, if you wish, or [[Special:CreateAccount|make an account]] to start editing pages. Starting in OOTP 25 this wiki replaces the [https://manuals.ootpdevelopments.com/index.php?man=ootp24 OOTP Manual].&lt;br /&gt;
&lt;br /&gt;
=== How to contribute ===&lt;br /&gt;
If you don&#039;t have already you&#039;ll need to [[Special:CreateAccount|create an account]]. Every user with confirmed email address can work on this wiki. Changes need to be approved by moderators or admins. The approved revision of a page will be shown by default. New features and changes to existing features need a note on their page, showing the affected version.&lt;br /&gt;
&lt;br /&gt;
=== OOTP Baseball Wiki ===&lt;br /&gt;
*[[OOTP Baseball:Setup and Support|Setup and Support]]&lt;br /&gt;
* [[OOTP Baseball:Controls|Controls]]&lt;br /&gt;
* [[OOTP Baseball:Launching the Game|Launching the Game]]&lt;br /&gt;
* [[OOTP Baseball:Creating Games|Creating Games]]&lt;br /&gt;
* [[OOTP Baseball:Screens and Menus|Screens and Menus]]&lt;br /&gt;
* [[OOTP Baseball:Customizing OOTP|Customizing OOTP]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts|Important Game Concepts]]&lt;br /&gt;
* [[OOTP Baseball:OOTP Online Leagues|OOTP Online Leagues]]&lt;br /&gt;
* [[OOTP Baseball:Tools and Utilities|Tools and Utilities]]&lt;br /&gt;
* [[OOTP Baseball:Perfect Team|Perfect Team]]&lt;br /&gt;
* [[OOTP Baseball:Glossary|Glossary]]&lt;br /&gt;
* [https://docs.google.com/document/d/1_gI5VfH3esuwHbpNagX0mvv7aaIlgHPwaUyzxl0gOa8/edit?tab=t.0#heading=h.z1tohn23m6lj OOTP 25 Master Feature Changelist]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;inputbox&amp;gt;&lt;br /&gt;
type=create&lt;br /&gt;
width=70&lt;br /&gt;
break=no&lt;br /&gt;
buttonlabel=Create new page&lt;br /&gt;
default=for example: OOTP_Baseball:Screens and Menus/Player Development Lab&lt;br /&gt;
&amp;lt;/inputbox&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts&amp;diff=1754</id>
		<title>OOTP Baseball:Important Game Concepts</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts&amp;diff=1754"/>
		<updated>2024-11-06T14:03:44Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
A successful manager in OOTP needs to know more than just what screens exist. He needs to understand the core concepts of the game. This section of the online manual is designed to tell you a little bit more about key aspects of the game:&lt;br /&gt;
&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/Challenge Mode|Challenge Mode]]&lt;br /&gt;
* [[Drive for the Pennant]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Human Manager Model|The Human Manager Model]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Player Model|The Player Model]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Personnel Model|The Personnel Model]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Scouting Model|The Scouting Model]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Trading Model|The Trading Model]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/The Financial / Contract Model|The Financial / Contract Model]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/Team Chemistry and Morale|Team Chemistry and Morale]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/Player Drafts|Player Drafts]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/Roster Rules and Management|Roster Rules and Management]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/League Events|League Events]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/Promotion and Relegation|Promotion and Relegation]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/Tournaments|Tournaments]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/2017 MLB CBA Changes|2017 MLB CBA Changes]]&lt;br /&gt;
* [[OOTP Baseball:Important Game Concepts/Tools, Functions, and Editors|Tools, Functions, and Editors]]&lt;br /&gt;
* [[Development Lab]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/League_Menu/Scores&amp;diff=1558</id>
		<title>OOTP Baseball:Screens and Menus/League Menu/Scores</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Screens_and_Menus/League_Menu/Scores&amp;diff=1558"/>
		<updated>2024-10-25T09:36:46Z</updated>

		<summary type="html">&lt;p&gt;Matt: Undo revision 1541 by OOTP Erik (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}[[File:League scores.png|frameless|800x800px]]&lt;br /&gt;
&lt;br /&gt;
The scores screen is a great way to see past results for every game that happens on each day. When a day is finished, you&#039;ll have the option to view the &#039;&#039;&#039;Watch Replay&#039;&#039;&#039;, &#039;&#039;&#039;Highlight Reel&#039;&#039;&#039;, &#039;&#039;&#039;Box Score&#039;&#039;&#039;, and &#039;&#039;&#039;Game Log&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For days that have yet to be played, the games will still appear showing the matchup, but not have any of the additional options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watch Replay&#039;&#039;&#039; will allow you to enter the 3D mode and watch out the game that took place, play by play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlight Reel&#039;&#039;&#039; will launch the 3D mode, but select important moments from the game to watch through.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Box Score&#039;&#039;&#039; opens the full boxscore of the game, consisting of all the stats and more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Log&#039;&#039;&#039; will open a pitch by pitch log of the game.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team&amp;diff=1412</id>
		<title>OOTP Baseball:Perfect Team</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team&amp;diff=1412"/>
		<updated>2024-10-09T16:03:10Z</updated>

		<summary type="html">&lt;p&gt;Matt: /* Tournaments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{PAGENAME}}}}&#039;&#039;&#039;Perfect Team&#039;&#039;&#039; adds an additional play mode to OOTP: a collectible card game that allows you to build teams and play against thousands of other OOTP owners in online leagues, using the OOTP simulation engine.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re new to Perfect Team, you may want to have a look at the &#039;&#039;&#039;Tips&#039;&#039;&#039; section below before you get started - there&#039;s no way of reloading your game after a mistake here, so you&#039;ll want to avoid those mistakes in the first place!&lt;br /&gt;
&lt;br /&gt;
Most of the Perfect Team screens have an equivalent in OOTP and work in the same manner. However, Perfect Team operates a little differently than normal OOTP play in some respects:&lt;br /&gt;
&lt;br /&gt;
* no scouting&lt;br /&gt;
* no injuries&lt;br /&gt;
* no coaching staff&lt;br /&gt;
* no finances/contracts&lt;br /&gt;
* no trades&lt;br /&gt;
* no player morale system&lt;br /&gt;
* player development is disabled (although players can learn new positions)&lt;br /&gt;
* there is a limit of 26 players on the active roster, with no September roster expansion&lt;br /&gt;
* the reserve roster is limited to 175 players; additional players can be held in &amp;quot;inactive&amp;quot; status&lt;br /&gt;
* you must keep at least 20 players, 4 starters, 4 relievers, and at least 7 players in each lineup or the AI may set up your roster&lt;br /&gt;
* players demoted to the reserve roster have to stay there for a minimum of 14 days (league time)&lt;br /&gt;
* only one card per player is allowed on the active roster, including different cards for the same player&lt;br /&gt;
* games cannot be played live, although it is possible to watch the replays&lt;br /&gt;
&lt;br /&gt;
=== League Play ===&lt;br /&gt;
During the league&#039;s regular season (Monday-Saturday), 31 league days are simulated every real day, one simulation every 30 minutes, starting at 10 AM ET and ending at 1 AM ET. On Sundays the postseason will be simulated, starting at 12 noon ET and simulating every 15 minutes. In addition to the regular leagues, Entry Pool leagues for new players are also running, simulating one game every 30 minutes and running non-stop until the next week begins and the teams are assigned to a regular league.&lt;br /&gt;
&lt;br /&gt;
Leagues are sorted into different tiers: from the top down, they are Perfect, Diamond, Gold, Silver, Bronze, Iron, Stone, and Rookie. Additionally, the Entry Pool league holds newly-created teams before their first assignment to a regular league (usually Rookie, except in the first week following the game&#039;s release, where some teams may begin in higher leagues based on their Entry Pool record.) Every week, the teams with the best finishes in one level will be promoted to the next-highest one, while the teams with the worst records will be demoted down to make room for them. Teams will never be demoted out of a Rookie level league.&lt;br /&gt;
&lt;br /&gt;
=== Perfect Points ===&lt;br /&gt;
Perfect Points and cards can be acquired in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
* you can win additional points when your team receives achievements; the best and rarest achievements will award significantly more, up to several thousand for extremely rare events like perfect games&lt;br /&gt;
* you can win new player card packs by unlocking achievements in Challenge Mode games in regular OOTP; these are limited to one pack every few days, and are more likely to occur when your receive a higher-level achievement&lt;br /&gt;
* player cards can be bought and sold for Perfect Points via the in-game card shop. The card shop is global - everyone in the game can see every player listed, not just the ones in their league&lt;br /&gt;
* Perfect Points can be purchased via the &amp;quot;Buy Perfect Points&amp;quot; option on the Market menu&lt;br /&gt;
* standard card packs of 6 cards each can be purchased; these packs are guaranteed to have at least one bronze-level card per pack. Packs the contain higher-level cards like Gold and Diamond, and special packs like ones with Historical cards only, will also be available, although some of these will only be offered at specific times.&lt;br /&gt;
* cards can be sold immediately for a fixed amount, based on value category; if you do this, the card will simply disappear in our system and you get the PP added to your balance immediately.&lt;br /&gt;
* Points can be awarded for winning &#039;&#039;&#039;tournaments&#039;&#039;&#039; and completing &#039;&#039;&#039;collections&#039;&#039;&#039;.&lt;br /&gt;
* Points may be bought from the points shop&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Live&amp;quot; cards are tied to the current Major League season; if a player&#039;s real-life performance improves or declines during the year from the predicted initial card values, his ratings will change.&lt;br /&gt;
&lt;br /&gt;
=== Collection Missions ===&lt;br /&gt;
Collection Missions expand the collecting aspect of Perfect Team in a new direction, allowing rewards to be won by collecting cards. There are two types of missions: Missions for cards, and missions for completing other missions.&lt;br /&gt;
&lt;br /&gt;
Missions for cards simply require collecting specific cards. When clicking on a mission title, the expanded mission info will pop down and show you the cards that are required to complete the mission plus the reward(s). Some missions require you to collect all cards of that mission, other missions a certain number - for example, any 7 out of 12 total cards.&lt;br /&gt;
&lt;br /&gt;
Once a mission is complete, you can submit the mission to our servers, you will then receive the mission reward(s) and the cards of the mission (or the selected ones for the missions which only require any X out of Y cards) get locked. Locked cards can no longer be sold or auctioned, but they still can be played as usual.&lt;br /&gt;
&lt;br /&gt;
Mission-completion missions can be finished by completing a certain set of missions, getting you an additional reward: Let&#039;s say there are Mission 1, 2 and 3 and a Mission A which is a mission that includes these three missions. After completing each mission you will get their reward, and after you have completed all three, you can submit mission A and collect another reward, usually for a much better reward than those given by the individual missions. Some of the very best cards in the game can only be acquired through completing missions (or buying those cards on the auction house, if someone who&#039;s completed the mission for them wants to sell them.)&lt;br /&gt;
&lt;br /&gt;
=== Tournaments ===&lt;br /&gt;
Perfect Team Tournaments are standalone competitions that allow you to pit your Perfect Team against others, separately from the regular Perfect Team league, but using your collections of cards.&lt;br /&gt;
&lt;br /&gt;
You earn all sorts of rewards when you are successful in a Tournament, from Perfect Points to Card Packs to Special Edition cards - and more. You don&#039;t even have to win a Tournament to reap the rewards, as many Tournaments offer rewards for participants beyond first place.&lt;br /&gt;
&lt;br /&gt;
There are thousands of combinations of Tournaments that can exist. Here are the fundamental options that are combined to create the individual competitions:&lt;br /&gt;
&lt;br /&gt;
* Types: Quick (starts as soon as the max number of teams has signed up), Daily, Weekly, or pop-up&lt;br /&gt;
* Modes: [[OOTP Baseball:Perfect Team/Tournament Modes|Tournament Modes]]&lt;br /&gt;
* Roster Restrictions: [[OOTP Baseball:Perfect Team/Roster Restrictions|Roster Restrictions]]&lt;br /&gt;
* Tournaments with no restrictions whatsoever are called &#039;Open Tournaments&#039;.&lt;br /&gt;
&lt;br /&gt;
Rewards for winning or placing highly in tournaments include Perfect Points, specific Cards, and Packs of various types.&lt;br /&gt;
&lt;br /&gt;
=== Perfect Drafts ===&lt;br /&gt;
Perfect Drafts are another way to play and compete. Perfect drafts are run very similarly to Tournaments, in that they are scheduled, there are quick, daily, weekly, and popup variations, and they will run with select tournament modes. However the difference is that you do not use your card collection for them. Each draft will have a number of rounds, where you will select one or more players per round to complete your team.&lt;br /&gt;
&lt;br /&gt;
Each Perfect Draft will have a specific set of criteria for each round. The tournament description may give some indication as to what is available in each round. The traditional Perfect Draft format runs for 13 rounds and has a limit of 20 minutes to make your selections, but some variations may change those values. Please ensure you can complete your draft within the time limit, otherwise you will play with an incomplete roster.&lt;br /&gt;
&lt;br /&gt;
=== New Content ===&lt;br /&gt;
New content will be delivered each and every week all Perfect Team season long in the form of new cards being added to the game, new missions and tournament types appearing, and other surprises!&lt;br /&gt;
&lt;br /&gt;
=== New Features in PT 25 ===&lt;br /&gt;
* [[OOTP Baseball:Perfect Team/Card Combinator|Card Combinator]]&lt;br /&gt;
* [[OOTP Baseball:Perfect Team/Team Chemistry|Team Chemistry]]&lt;br /&gt;
* [[OOTP Baseball:Perfect Team/Tournament Roster Builder|Tournament Roster Builder]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team&amp;diff=1411</id>
		<title>OOTP Baseball:Perfect Team</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team&amp;diff=1411"/>
		<updated>2024-10-09T15:57:51Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{PAGENAME}}}}&#039;&#039;&#039;Perfect Team&#039;&#039;&#039; adds an additional play mode to OOTP: a collectible card game that allows you to build teams and play against thousands of other OOTP owners in online leagues, using the OOTP simulation engine.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re new to Perfect Team, you may want to have a look at the &#039;&#039;&#039;Tips&#039;&#039;&#039; section below before you get started - there&#039;s no way of reloading your game after a mistake here, so you&#039;ll want to avoid those mistakes in the first place!&lt;br /&gt;
&lt;br /&gt;
Most of the Perfect Team screens have an equivalent in OOTP and work in the same manner. However, Perfect Team operates a little differently than normal OOTP play in some respects:&lt;br /&gt;
&lt;br /&gt;
* no scouting&lt;br /&gt;
* no injuries&lt;br /&gt;
* no coaching staff&lt;br /&gt;
* no finances/contracts&lt;br /&gt;
* no trades&lt;br /&gt;
* no player morale system&lt;br /&gt;
* player development is disabled (although players can learn new positions)&lt;br /&gt;
* there is a limit of 26 players on the active roster, with no September roster expansion&lt;br /&gt;
* the reserve roster is limited to 175 players; additional players can be held in &amp;quot;inactive&amp;quot; status&lt;br /&gt;
* you must keep at least 20 players, 4 starters, 4 relievers, and at least 7 players in each lineup or the AI may set up your roster&lt;br /&gt;
* players demoted to the reserve roster have to stay there for a minimum of 14 days (league time)&lt;br /&gt;
* only one card per player is allowed on the active roster, including different cards for the same player&lt;br /&gt;
* games cannot be played live, although it is possible to watch the replays&lt;br /&gt;
&lt;br /&gt;
=== League Play ===&lt;br /&gt;
During the league&#039;s regular season (Monday-Saturday), 31 league days are simulated every real day, one simulation every 30 minutes, starting at 10 AM ET and ending at 1 AM ET. On Sundays the postseason will be simulated, starting at 12 noon ET and simulating every 15 minutes. In addition to the regular leagues, Entry Pool leagues for new players are also running, simulating one game every 30 minutes and running non-stop until the next week begins and the teams are assigned to a regular league.&lt;br /&gt;
&lt;br /&gt;
Leagues are sorted into different tiers: from the top down, they are Perfect, Diamond, Gold, Silver, Bronze, Iron, Stone, and Rookie. Additionally, the Entry Pool league holds newly-created teams before their first assignment to a regular league (usually Rookie, except in the first week following the game&#039;s release, where some teams may begin in higher leagues based on their Entry Pool record.) Every week, the teams with the best finishes in one level will be promoted to the next-highest one, while the teams with the worst records will be demoted down to make room for them. Teams will never be demoted out of a Rookie level league.&lt;br /&gt;
&lt;br /&gt;
=== Perfect Points ===&lt;br /&gt;
Perfect Points and cards can be acquired in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
* you can win additional points when your team receives achievements; the best and rarest achievements will award significantly more, up to several thousand for extremely rare events like perfect games&lt;br /&gt;
* you can win new player card packs by unlocking achievements in Challenge Mode games in regular OOTP; these are limited to one pack every few days, and are more likely to occur when your receive a higher-level achievement&lt;br /&gt;
* player cards can be bought and sold for Perfect Points via the in-game card shop. The card shop is global - everyone in the game can see every player listed, not just the ones in their league&lt;br /&gt;
* Perfect Points can be purchased via the &amp;quot;Buy Perfect Points&amp;quot; option on the Market menu&lt;br /&gt;
* standard card packs of 6 cards each can be purchased; these packs are guaranteed to have at least one bronze-level card per pack. Packs the contain higher-level cards like Gold and Diamond, and special packs like ones with Historical cards only, will also be available, although some of these will only be offered at specific times.&lt;br /&gt;
* cards can be sold immediately for a fixed amount, based on value category; if you do this, the card will simply disappear in our system and you get the PP added to your balance immediately.&lt;br /&gt;
* Points can be awarded for winning &#039;&#039;&#039;tournaments&#039;&#039;&#039; and completing &#039;&#039;&#039;collections&#039;&#039;&#039;.&lt;br /&gt;
* Points may be bought from the points shop&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Live&amp;quot; cards are tied to the current Major League season; if a player&#039;s real-life performance improves or declines during the year from the predicted initial card values, his ratings will change.&lt;br /&gt;
&lt;br /&gt;
=== Collection Missions ===&lt;br /&gt;
Collection Missions expand the collecting aspect of Perfect Team in a new direction, allowing rewards to be won by collecting cards. There are two types of missions: Missions for cards, and missions for completing other missions.&lt;br /&gt;
&lt;br /&gt;
Missions for cards simply require collecting specific cards. When clicking on a mission title, the expanded mission info will pop down and show you the cards that are required to complete the mission plus the reward(s). Some missions require you to collect all cards of that mission, other missions a certain number - for example, any 7 out of 12 total cards.&lt;br /&gt;
&lt;br /&gt;
Once a mission is complete, you can submit the mission to our servers, you will then receive the mission reward(s) and the cards of the mission (or the selected ones for the missions which only require any X out of Y cards) get locked. Locked cards can no longer be sold or auctioned, but they still can be played as usual.&lt;br /&gt;
&lt;br /&gt;
Mission-completion missions can be finished by completing a certain set of missions, getting you an additional reward: Let&#039;s say there are Mission 1, 2 and 3 and a Mission A which is a mission that includes these three missions. After completing each mission you will get their reward, and after you have completed all three, you can submit mission A and collect another reward, usually for a much better reward than those given by the individual missions. Some of the very best cards in the game can only be acquired through completing missions (or buying those cards on the auction house, if someone who&#039;s completed the mission for them wants to sell them.)&lt;br /&gt;
&lt;br /&gt;
=== Tournaments ===&lt;br /&gt;
Perfect Team Tournaments are standalone competitions that allow you to pit your Perfect Team against others, separately from the regular Perfect Team league, but using your collections of cards.&lt;br /&gt;
&lt;br /&gt;
You earn all sorts of rewards when you are successful in a Tournament, from Perfect Points to Card Packs to Special Edition cards - and more. You don&#039;t even have to win a Tournament to reap the rewards, as many Tournaments offer rewards for participants beyond first place.&lt;br /&gt;
&lt;br /&gt;
There are thousands of combinations of Tournaments that can exist. Here are the fundamental options that are combined to create the individual competitions:&lt;br /&gt;
&lt;br /&gt;
* Types: Quick (starts as soon as the max number of teams has signed up), Daily, Weekly, or pop-up&lt;br /&gt;
* Modes: [[OOTP Baseball:Perfect Team/Tournament Modes|Tournament Modes]]&lt;br /&gt;
* Roster Restrictions: [[OOTP Baseball:Perfect Team/Roster Restrictions|Roster Restrictions]]&lt;br /&gt;
* Tournaments with no restrictions whatsoever are called &#039;Open Tournaments&#039;.&lt;br /&gt;
&lt;br /&gt;
Rewards for winning or placing highly in tournaments include Perfect Points, specific Cards, and Packs of various types.&lt;br /&gt;
&lt;br /&gt;
=== New Content ===&lt;br /&gt;
New content will be delivered each and every week all Perfect Team season long in the form of new cards being added to the game, new missions and tournament types appearing, and other surprises!&lt;br /&gt;
&lt;br /&gt;
=== New Features in PT 25 ===&lt;br /&gt;
* [[OOTP Baseball:Perfect Team/Card Combinator|Card Combinator]]&lt;br /&gt;
* [[OOTP Baseball:Perfect Team/Team Chemistry|Team Chemistry]]&lt;br /&gt;
* [[OOTP Baseball:Perfect Team/Tournament Roster Builder|Tournament Roster Builder]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team/Roster_Restrictions&amp;diff=1410</id>
		<title>OOTP Baseball:Perfect Team/Roster Restrictions</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team/Roster_Restrictions&amp;diff=1410"/>
		<updated>2024-10-09T15:55:21Z</updated>

		<summary type="html">&lt;p&gt;Matt: Created page with &amp;quot;Tournaments may specify certain roster restrictions. These impact what cards may be used in the tournament.  === Types of Restrictions === Roster Restrictions are split into 3 main types of restrictions: Card Value restrictions, Card Type restrictions, and Card Modifiers, as well as an optional Salary Cap.  ==== Card Value Restrictions ==== These restrictions will limit what value of card are eligible for the tournament. They may include both a min and max card value, or...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tournaments may specify certain roster restrictions. These impact what cards may be used in the tournament.&lt;br /&gt;
&lt;br /&gt;
=== Types of Restrictions ===&lt;br /&gt;
Roster Restrictions are split into 3 main types of restrictions: Card Value restrictions, Card Type restrictions, and Card Modifiers, as well as an optional Salary Cap.&lt;br /&gt;
&lt;br /&gt;
==== Card Value Restrictions ====&lt;br /&gt;
These restrictions will limit what value of card are eligible for the tournament. They may include both a min and max card value, or sometimes only a maximum value. &lt;br /&gt;
&lt;br /&gt;
==== Card Type Restrictions ====&lt;br /&gt;
The other main group of restrictions limit cards by other attributes of the cards. For example, there may be a restriction by card year or card era, or by certain card types.&lt;br /&gt;
&lt;br /&gt;
The card year is based on the specific year a card is tagged under. Peak cards are always set at a specific year - it will show in the popup menu or in player lists. Card eras are as defined in the PT universe (Deadball, Rebirth, etc...). Note that these may limit you to a specific era (ie. Deadball-only), or may include min and max (ie. 1910-1959, or Rebirth to Defense Era).&lt;br /&gt;
&lt;br /&gt;
Card type restrictions may also apply based on the type of card. Each card is set as a specific type (Hardware Heroes, Snapshot, etc...), or as a special edition card with a specific subtype (Mission Edition, Tournament Edition, PT Elite, Baseball Reference 1). Logging into the tournament, on the manage cards screen cards are filtered whether they are eligible for the tournament or not. Note that some cards may not necessarily fall into the category based on their card art - it is possible that a card may appear like a Future Legend card, but actually be tagged as a Special Edition/Tournament Edition card. Or if a card is won in a tournament, it may actually be the &amp;quot;base&amp;quot; type. Please refer to the Manage Cards screen or the Card Shop to clarify.&lt;br /&gt;
&lt;br /&gt;
==== Card Modifiers ====&lt;br /&gt;
There is a 3rd restriction type, for card modifiers. These include 2 variations: Combinator Card restrictions, and Chemistry modifiers.&lt;br /&gt;
&lt;br /&gt;
Tournaments may be run with combinator card restrictions. In these cases, only combinator cards up to the specified limit will be used. If a roster is submitted with more combinator cards than the limit, the AI will adjust the roster to fit under the legal limit. Combinator cards of any level may be used - the limit applies to the number of combinator cards only.&lt;br /&gt;
&lt;br /&gt;
Chemistry in tournaments may also be turned off. For select tournaments, this is used to change the roster balance and decision making.&lt;br /&gt;
&lt;br /&gt;
==== Salary Cap ====&lt;br /&gt;
Tournaments may also run using a salary cap. In these cases, the total value of the 26-man roster submitted must be below the cap. The value for any card is its overall rating. ie. a 56 overall card is worth 56, a 101 is worth 101, etc...&lt;br /&gt;
&lt;br /&gt;
If a tournament has no minimum card restriction listed, then any unused roster spots will count as 40 points. If the tournament has a minimum roster restriction, then that will be the minimum (ie. in a Min-Bronze tournament, if you submit a roster with 24 players, the 2 empty spots will still count 60 points each towards the cap). This is to ensure that teams cannot create extra space by submitting a roster with fewer than 26 players.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team/Introduction_to_Perfect_Team&amp;diff=1404</id>
		<title>OOTP Baseball:Perfect Team/Introduction to Perfect Team</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team/Introduction_to_Perfect_Team&amp;diff=1404"/>
		<updated>2024-10-09T15:38:35Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Perfect Team&#039;&#039;&#039; adds an additional play mode to OOTP: a collectible card game that allows you to build teams and play against thousands of other OOTP owners in online leagues, using the OOTP simulation engine.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re new to Perfect Team, you may want to have a look at the &#039;&#039;&#039;Tips&#039;&#039;&#039; section below before you get started - there&#039;s no way of reloading your game after a mistake here, so you&#039;ll want to avoid those mistakes in the first place!&lt;br /&gt;
&lt;br /&gt;
Most of the Perfect Team screens have an equivalent in OOTP and work in the same manner. However, Perfect Team operates a little differently than normal OOTP play in some respects:&lt;br /&gt;
&lt;br /&gt;
* no scouting&lt;br /&gt;
* no injuries&lt;br /&gt;
* no coaching staff&lt;br /&gt;
* no finances/contracts&lt;br /&gt;
* no trades&lt;br /&gt;
* no player morale system&lt;br /&gt;
* player development is disabled (although players can learn new positions)&lt;br /&gt;
* there is a limit of 26 players on the active roster, with no September roster expansion&lt;br /&gt;
* the reserve roster is limited to 175 players; additional players can be held in &amp;quot;inactive&amp;quot; status&lt;br /&gt;
* you must keep at least 20 players, 4 starters, 4 relievers, and at least 7 players in each lineup or the AI may set up your roster&lt;br /&gt;
* players demoted to the reserve roster have to stay there for a minimum of 14 days (league time)&lt;br /&gt;
* only one card per player is allowed on the active roster, including different cards for the same player&lt;br /&gt;
* games cannot be played live, although it is possible to watch the replays&lt;br /&gt;
&lt;br /&gt;
=== League Play ===&lt;br /&gt;
During the league&#039;s regular season (Monday-Saturday), 31 league days are simulated every real day, one simulation every 30 minutes, starting at 10 AM ET and ending at 1 AM ET. On Sundays the postseason will be simulated, starting at 12 noon ET and simulating every 15 minutes. In addition to the regular leagues, Entry Pool leagues for new players are also running, simulating one game every 30 minutes and running non-stop until the next week begins and the teams are assigned to a regular league.&lt;br /&gt;
&lt;br /&gt;
Leagues are sorted into different tiers: from the top down, they are Perfect, Diamond, Gold, Silver, Bronze, Iron, Stone, and Rookie. Additionally, the Entry Pool league holds newly-created teams before their first assignment to a regular league (usually Rookie, except in the first week following the game&#039;s release, where some teams may begin in higher leagues based on their Entry Pool record.) Every week, the teams with the best finishes in one level will be promoted to the next-highest one, while the teams with the worst records will be demoted down to make room for them. Teams will never be demoted out of a Rookie level league.&lt;br /&gt;
&lt;br /&gt;
=== Perfect Points ===&lt;br /&gt;
Perfect Points and cards can be acquired in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
* you can win additional points when your team receives achievements; the best and rarest achievements will award significantly more, up to several thousand for extremely rare events like perfect games&lt;br /&gt;
* you can win new player card packs by unlocking achievements in Challenge Mode games in regular OOTP; these are limited to one pack every few days, and are more likely to occur when your receive a higher-level achievement&lt;br /&gt;
* player cards can be bought and sold for Perfect Points via the in-game card shop. The card shop is global - everyone in the game can see every player listed, not just the ones in their league&lt;br /&gt;
* Perfect Points can be purchased via the &amp;quot;Buy Perfect Points&amp;quot; option on the Market menu&lt;br /&gt;
* standard card packs of 6 cards each can be purchased; these packs are guaranteed to have at least one bronze-level card per pack. Packs the contain higher-level cards like Gold and Diamond, and special packs like ones with Historical cards only, will also be available, although some of these will only be offered at specific times.&lt;br /&gt;
* cards can be sold immediately for a fixed amount, based on value category; if you do this, the card will simply disappear in our system and you get the PP added to your balance immediately.&lt;br /&gt;
* Points can be awarded for winning &#039;&#039;&#039;tournaments&#039;&#039;&#039; and completing &#039;&#039;&#039;collections&#039;&#039;&#039;.&lt;br /&gt;
* Points may be bought from the points shop&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Live&amp;quot; cards are tied to the current Major League season; if a player&#039;s real-life performance improves or declines during the year from the predicted initial card values, his ratings will change.&lt;br /&gt;
&lt;br /&gt;
=== Collection Missions ===&lt;br /&gt;
Collection Missions expand the collecting aspect of Perfect Team in a new direction, allowing rewards to be won by collecting cards. There are two types of missions: Missions for cards, and missions for completing other missions.&lt;br /&gt;
&lt;br /&gt;
Missions for cards simply require collecting specific cards. When clicking on a mission title, the expanded mission info will pop down and show you the cards that are required to complete the mission plus the reward(s). Some missions require you to collect all cards of that mission, other missions a certain number - for example, any 7 out of 12 total cards.&lt;br /&gt;
&lt;br /&gt;
Once a mission is complete, you can submit the mission to our servers, you will then receive the mission reward(s) and the cards of the mission (or the selected ones for the missions which only require any X out of Y cards) get locked. Locked cards can no longer be sold or auctioned, but they still can be played as usual.&lt;br /&gt;
&lt;br /&gt;
Mission-completion missions can be finished by completing a certain set of missions, getting you an additional reward: Let&#039;s say there are Mission 1, 2 and 3 and a Mission A which is a mission that includes these three missions. After completing each mission you will get their reward, and after you have completed all three, you can submit mission A and collect another reward, usually for a much better reward than those given by the individual missions. Some of the very best cards in the game can only be acquired through completing missions (or buying those cards on the auction house, if someone who&#039;s completed the mission for them wants to sell them.)&lt;br /&gt;
&lt;br /&gt;
=== Tournaments ===&lt;br /&gt;
Perfect Team Tournaments are standalone competitions that allow you to pit your Perfect Team against others, separately from the regular Perfect Team league, but using your collections of cards.&lt;br /&gt;
&lt;br /&gt;
You earn all sorts of rewards when you are successful in a Tournament, from Perfect Points to Card Packs to Special Edition cards - and more. You don&#039;t even have to win a Tournament to reap the rewards, as many Tournaments offer rewards for participants beyond first place.&lt;br /&gt;
&lt;br /&gt;
There are thousands of combinations of Tournaments that can exist. Here are the fundamental options that are combined to create the individual competitions:&lt;br /&gt;
&lt;br /&gt;
* Types: Quick (starts as soon as the max number of teams has signed up), Daily, Weekly, or pop-up&lt;br /&gt;
* Modes: [[OOTP Baseball:Perfect Team/Tournament Modes|Tournament Modes]]&lt;br /&gt;
* Roster Restrictions: [[OOTP Baseball:Perfect Team/Roster Restrictions|Roster Restrictions]]&lt;br /&gt;
* Tournaments with no restrictions whatsoever are called &#039;Open Tournaments&#039;.&lt;br /&gt;
&lt;br /&gt;
Rewards for winning or placing highly in tournaments include Perfect Points, specific Cards, and Packs of various types.&lt;br /&gt;
&lt;br /&gt;
=== New Content ===&lt;br /&gt;
New content will be delivered each and every week all Perfect Team season long in the form of new cards being added to the game, new missions and tournament types appearing, and other surprises!&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team/Introduction_to_Perfect_Team&amp;diff=1403</id>
		<title>OOTP Baseball:Perfect Team/Introduction to Perfect Team</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team/Introduction_to_Perfect_Team&amp;diff=1403"/>
		<updated>2024-10-09T15:38:04Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Perfect Team&#039;&#039;&#039; adds an additional play mode to OOTP: a collectible card game that allows you to build teams and play against thousands of other OOTP owners in online leagues, using the OOTP simulation engine.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re new to Perfect Team, you may want to have a look at the &#039;&#039;&#039;Tips&#039;&#039;&#039; section below before you get started - there&#039;s no way of reloading your game after a mistake here, so you&#039;ll want to avoid those mistakes in the first place!&lt;br /&gt;
&lt;br /&gt;
Most of the Perfect Team screens have an equivalent in OOTP and work in the same manner. However, Perfect Team operates a little differently than normal OOTP play in some respects:&lt;br /&gt;
&lt;br /&gt;
* no scouting&lt;br /&gt;
* no injuries&lt;br /&gt;
* no coaching staff&lt;br /&gt;
* no finances/contracts&lt;br /&gt;
* no trades&lt;br /&gt;
* no player morale system&lt;br /&gt;
* player development is disabled (although players can learn new positions)&lt;br /&gt;
* there is a limit of 26 players on the active roster, with no September roster expansion&lt;br /&gt;
* the reserve roster is limited to 175 players; additional players can be held in &amp;quot;inactive&amp;quot; status&lt;br /&gt;
* you must keep at least 20 players, 4 starters, 4 relievers, and at least 7 players in each lineup or the AI may set up your roster&lt;br /&gt;
* players demoted to the reserve roster have to stay there for a minimum of 14 days (league time)&lt;br /&gt;
* only one card per player is allowed on the active roster, including different cards for the same player&lt;br /&gt;
* games cannot be played live, although it is possible to watch the replays&lt;br /&gt;
&lt;br /&gt;
=== League Play ===&lt;br /&gt;
During the league&#039;s regular season (Monday-Saturday), 31 league days are simulated every real day, one simulation every 30 minutes, starting at 10 AM ET and ending at 1 AM ET. On Sundays the postseason will be simulated, starting at 12 noon ET and simulating every 15 minutes. In addition to the regular leagues, Entry Pool leagues for new players are also running, simulating one game every 30 minutes and running non-stop until the next week begins and the teams are assigned to a regular league.&lt;br /&gt;
&lt;br /&gt;
Leagues are sorted into different tiers: from the top down, they are Perfect, Diamond, Gold, Silver, Bronze, Iron, Stone, and Rookie. Additionally, the Entry Pool league holds newly-created teams before their first assignment to a regular league (usually Rookie, except in the first week following the game&#039;s release, where some teams may begin in higher leagues based on their Entry Pool record.) Every week, the teams with the best finishes in one level will be promoted to the next-highest one, while the teams with the worst records will be demoted down to make room for them. Teams will never be demoted out of a Rookie level league.&lt;br /&gt;
&lt;br /&gt;
=== Perfect Points ===&lt;br /&gt;
Perfect Points and cards can be acquired in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
* you can win additional points when your team receives achievements; the best and rarest achievements will award significantly more, up to several thousand for extremely rare events like perfect games&lt;br /&gt;
* you can win new player card packs by unlocking achievements in Challenge Mode games in regular OOTP; these are limited to one pack every few days, and are more likely to occur when your receive a higher-level achievement&lt;br /&gt;
* player cards can be bought and sold for Perfect Points via the in-game card shop. The card shop is global - everyone in the game can see every player listed, not just the ones in their league&lt;br /&gt;
* Perfect Points can be purchased via the &amp;quot;Buy Perfect Points&amp;quot; option on the Market menu&lt;br /&gt;
* standard card packs of 6 cards each can be purchased; these packs are guaranteed to have at least one bronze-level card per pack. Packs the contain higher-level cards like Gold and Diamond, and special packs like ones with Historical cards only, will also be available, although some of these will only be offered at specific times.&lt;br /&gt;
* cards can be sold immediately for a fixed amount, based on value category; if you do this, the card will simply disappear in our system and you get the PP added to your balance immediately.&lt;br /&gt;
* Points can be awarded for winning &#039;&#039;&#039;tournaments&#039;&#039;&#039; and completing &#039;&#039;&#039;collections&#039;&#039;&#039;.&lt;br /&gt;
* Points may be bought from the points shop&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Live&amp;quot; cards are tied to the current Major League season; if a player&#039;s real-life performance improves or declines during the year from the predicted initial card values, his ratings will change.&lt;br /&gt;
&lt;br /&gt;
=== Collection Missions ===&lt;br /&gt;
Collection Missions expand the collecting aspect of Perfect Team in a new direction, allowing rewards to be won by collecting cards. There are two types of missions: Missions for cards, and missions for completing other missions.&lt;br /&gt;
&lt;br /&gt;
Missions for cards simply require collecting specific cards. When clicking on a mission title, the expanded mission info will pop down and show you the cards that are required to complete the mission plus the reward(s). Some missions require you to collect all cards of that mission, other missions a certain number - for example, any 7 out of 12 total cards.&lt;br /&gt;
&lt;br /&gt;
Once a mission is complete, you can submit the mission to our servers, you will then receive the mission reward(s) and the cards of the mission (or the selected ones for the missions which only require any X out of Y cards) get locked. Locked cards can no longer be sold or auctioned, but they still can be played as usual.&lt;br /&gt;
&lt;br /&gt;
Mission-completion missions can be finished by completing a certain set of missions, getting you an additional reward: Let&#039;s say there are Mission 1, 2 and 3 and a Mission A which is a mission that includes these three missions. After completing each mission you will get their reward, and after you have completed all three, you can submit mission A and collect another reward, usually for a much better reward than those given by the individual missions. Some of the very best cards in the game can only be acquired through completing missions (or buying those cards on the auction house, if someone who&#039;s completed the mission for them wants to sell them.)&lt;br /&gt;
&lt;br /&gt;
=== Tournaments ===&lt;br /&gt;
Perfect Team Tournaments are standalone competitions that allow you to pit your Perfect Team against others, separately from the regular Perfect Team league, but using your collections of cards.&lt;br /&gt;
&lt;br /&gt;
You earn all sorts of rewards when you are successful in a Tournament, from Perfect Points to Card Packs to Special Edition cards - and more. You don&#039;t even have to win a Tournament to reap the rewards, as many Tournaments offer rewards for participants beyond first place.&lt;br /&gt;
&lt;br /&gt;
There are thousands of combinations of Tournaments that can exist. Here are the fundamental options that are combined to create the individual competitions:&lt;br /&gt;
&lt;br /&gt;
* Types: Quick (starts as soon as the max number of teams has signed up), Daily, Weekly, or pop-up&lt;br /&gt;
* Modes: [[OOTP Baseball:Perfect Team/Tournament Modes|Tournament Modes]]&lt;br /&gt;
* Roster Restrictions: [[OOTP 25:Perfect Team/Roster Restrictions]]&lt;br /&gt;
* Tournaments with no restrictions whatsoever are called &#039;Open Tournaments&#039;.&lt;br /&gt;
&lt;br /&gt;
Rewards for winning or placing highly in tournaments include Perfect Points, specific Cards, and Packs of various types.&lt;br /&gt;
&lt;br /&gt;
=== New Content ===&lt;br /&gt;
New content will be delivered each and every week all Perfect Team season long in the form of new cards being added to the game, new missions and tournament types appearing, and other surprises!&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team/Tournament_Modes&amp;diff=1402</id>
		<title>OOTP Baseball:Perfect Team/Tournament Modes</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team/Tournament_Modes&amp;diff=1402"/>
		<updated>2024-10-09T15:37:07Z</updated>

		<summary type="html">&lt;p&gt;Matt: Created page with &amp;quot;Tournament Modes describe the overall setup and environment that can be used in Perfect Team. Note that most tournament mode options apply to both traditional tournaments as well as Perfect Drafts.  === Number of Teams === Tournaments vary from as few as 8 teams, to as many as 256 teams. Generally speaking, the larger the size of the tournament, the longer it will take to play, but the bigger prizes that can be won.  === Round Options === Tournaments are often grouped in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tournament Modes describe the overall setup and environment that can be used in Perfect Team. Note that most tournament mode options apply to both traditional tournaments as well as Perfect Drafts.&lt;br /&gt;
&lt;br /&gt;
=== Number of Teams ===&lt;br /&gt;
Tournaments vary from as few as 8 teams, to as many as 256 teams. Generally speaking, the larger the size of the tournament, the longer it will take to play, but the bigger prizes that can be won.&lt;br /&gt;
&lt;br /&gt;
=== Round Options ===&lt;br /&gt;
Tournaments are often grouped into several &amp;quot;types&amp;quot; of tournaments based on the general tournament structure. Most tournaments run with a traditional Best of N structure (ie. best of 5 or best of 7), where each round is a traditional tournament bracket. Some tournaments may increase the length of the final round (ie. they may be a best of 5 for the majority of the tournament, but the finals run as a best of 7). Do or Die tournaments are best of 1 (each round is a single game).&lt;br /&gt;
&lt;br /&gt;
Another common and popular tournament type are round robin tournaments. Traditionally they will match 4 teams in a pool, and depending if it is a single, double, or triple round robin, each team will play 3, 6, or 9 games. At the end of the pool stage, the top 2 teams in each bracket will advance to an elimination tournament.&lt;br /&gt;
&lt;br /&gt;
Double Elimination tournaments are set as a modified double elimination, where when a team loses a round, they are placed in a relegation bracket. If a team loses a round from the relegation bracket, they are eliminated. This format will proceed until there are 4 teams left, at which point the final teams will showdown to find a champion.&lt;br /&gt;
&lt;br /&gt;
Other tournament types may be released when tournaments are changed.&lt;br /&gt;
&lt;br /&gt;
=== Year/DH/Park ===&lt;br /&gt;
Another option that can be modified in tournaments is the general run environment. By default, tournaments are played in a &amp;quot;modern&amp;quot; setting that roughly follows modern baseball rules, with the statistical environment being similar to 2010. Tournaments may also be set in a different year, in which case they will reflect the run environment of that year (as well as some rule changes, such as the 3-batter rule).&lt;br /&gt;
&lt;br /&gt;
Whether a tournament uses a DH or not is another option that can be set. This will not match the historical usage, each tournament may be set differently for that.&lt;br /&gt;
&lt;br /&gt;
Also, a tournament may be played in a different park than the traditional Neutral Heinsohn Park. This can cause the tournament to be slightly pitcher or hitter friendly, have increased or decreased power, or change the lefty/righty balance. &lt;br /&gt;
&lt;br /&gt;
All 3 options are shown together on the tournament list. If the tournament is played in a non-neutral park, an * is listed in the column and the hover text will display the park factors (for Average and HR, displayed as L/R factors).&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team&amp;diff=1401</id>
		<title>OOTP Baseball:Perfect Team</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team&amp;diff=1401"/>
		<updated>2024-10-09T14:57:02Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{PAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
=== Welcome to Perfect Team 25 ===&lt;br /&gt;
* [[OOTP Baseball:Perfect Team/Introduction to Perfect Team|Introduction to Perfect Team]]&lt;br /&gt;
&lt;br /&gt;
=== New Features in PT 25 ===&lt;br /&gt;
* [[OOTP Baseball:Perfect Team/Card Combinator|Card Combinator]]&lt;br /&gt;
* [[OOTP Baseball:Perfect Team/Team Chemistry|Team Chemistry]]&lt;br /&gt;
* [[OOTP Baseball:Perfect Team/Tournament Roster Builder|Tournament Roster Builder]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team/Tournament_Roster_Builder&amp;diff=1400</id>
		<title>OOTP Baseball:Perfect Team/Tournament Roster Builder</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team/Tournament_Roster_Builder&amp;diff=1400"/>
		<updated>2024-10-09T14:56:10Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New to PT 25 is the Tournament Roster Builder.&lt;br /&gt;
&lt;br /&gt;
The Roster Builder is a sandbox that allows you to create different rosters that you then can easily use for an upcoming tournament. The rosters are stored locally and you can decide which ones you want to upload to the PT server that will be available for the tournaments. For now, you can create up to 200 new rosters locally and upload 25 of them to the server. Note: You don&#039;t need to use all of the server slots and you can easily remove or reupload the rosters to/from the server. &lt;br /&gt;
&lt;br /&gt;
Setting up a roster is similar to how you do it for league and/or tournament play. In addition, you can set the restrictions of one of the currently running tournaments to better choose the players for that tournament.&lt;br /&gt;
&lt;br /&gt;
==== Accessing the Roster Builder ====&lt;br /&gt;
To find the Roster Builder you need to log in to PT, open the starter packs, set up a league roster (this is needed to be able to see the tournaments), click on &amp;quot;Show Tournaments&amp;quot; on the entry page and navigate to the &amp;quot;Roster Builder&amp;quot; tab at the top. You will find an empty list and some buttons on the top. In the list you will see your rosters that you have created, their info and be able to manage them separately.&lt;br /&gt;
&lt;br /&gt;
To create a new roster press &amp;quot;Create New Roster&amp;quot; at the top. A new window will show up where you can set a name of the new roster and restrictions from the list of currently running tournaments. Once this is done your new roster will appear in the list. Note: If a name already exists a number will be attached to the new roster&#039;s name.&lt;br /&gt;
&lt;br /&gt;
In the list you can see the name of a roster, it&#039;s restrictions (if any), the date of the last local change, the date of the last upload to the server (if it was already done), a &amp;quot;set&amp;quot; flag indicating if the roster was already set and some button to manage the roster.&lt;br /&gt;
&lt;br /&gt;
Pressing the &amp;quot;Set Roster&amp;quot; button will take you to the team page where you can assign position and roles to your players. Note: You need to have some PT players available (open packs or buy cards in the card shop) and activated (&amp;quot;Manage Cards&amp;quot; button or &amp;quot;Actions&amp;quot; -&amp;gt; &amp;quot;Activate all eligible cards&amp;quot;) to be able to use them here. Once you are done with the setup, press &amp;quot;Save Roster&amp;quot; at the top right and return to the roster builder page. All the changes done here have no influence on your PT league or other tournaments rosters.&lt;br /&gt;
&lt;br /&gt;
Set rosters can then be uploaded to the server by pressing the &amp;quot;Upload to Server&amp;quot; button. You can upload up to 25 different rosters.&lt;br /&gt;
&lt;br /&gt;
Uploaded rosters can be easily chosen from a list next to the &amp;quot;Set Roster&amp;quot; button on the &amp;quot;Traditional Tournaments&amp;quot; page (first tab at the top) or &amp;quot;Your Tournaments&amp;quot; page (third tab at the top) once you have signed in to a tournament. When you select a roster from that list the server will then use it for that tournament. You also can make some changes specifically for a given tournament after choosing a template roster. The changes will then only be used for that tournament and the roster template will remain the same.&lt;br /&gt;
&lt;br /&gt;
Important: For now, you can choose all the uploaded rosters for any tournament. If the restrictions of the roster do not match the ones of the tournament a automatically assigned roster will be used instead for the simulation.&lt;br /&gt;
&lt;br /&gt;
==== Actions Available ====&lt;br /&gt;
In the roster builder list you can also take the following actions:&lt;br /&gt;
&lt;br /&gt;
1. Rename the roster file&lt;br /&gt;
&lt;br /&gt;
2. Change restrictions&lt;br /&gt;
&lt;br /&gt;
3. Delete (locally and from the server)&lt;br /&gt;
&lt;br /&gt;
4. Delete only from the server&lt;br /&gt;
&lt;br /&gt;
5. Restore the server roster setup (by overwriting the local roster)&lt;br /&gt;
&lt;br /&gt;
6. Import the PT league roster to use it as a template (will also overwrite the local roster).&lt;br /&gt;
&lt;br /&gt;
All these options are in the &amp;quot;More Actions...&amp;quot; menu for each roster individually.&lt;br /&gt;
&lt;br /&gt;
At the top there are also additional buttons to help you manipulate several rosters at once. The &amp;quot;Update Rosters on Server&amp;quot; button will upload again all the rosters that are already on the server including your recent local changes to these rosters. This is helpful if you&#039;ve done several changes to different rosters and want to upload them all to the server.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Delete All Rosters&amp;quot; and &amp;quot;Delete All Roster From Server&amp;quot; will delete all your rosters from the server and the former also the local record, then you can start again with a blank list.&lt;br /&gt;
&lt;br /&gt;
Finally, you can also create a template roster for a specific tournament when expanding the tournament entry in the tournament list. There you can click on &amp;quot;Create Roster&amp;quot; and the restrictions of that tournament will automatically be chosen.&lt;br /&gt;
&lt;br /&gt;
Another important note: the rosters from the Roster Builder are saved and loaded differently than the import/export functionality that is used for a tournament or your PT league roster. You can still import a previously exported roster, but you can&#039;t import a saved roster from the Roster Builder.&lt;br /&gt;
&lt;br /&gt;
==== Roster Builder Usage ====&lt;br /&gt;
When you sign up for a tournament, you can select to use one of the server-saved roster for the tournament. When signing up, there is a drop-down box that you can view the available rosters. Any that match the restrictions will be listed first for easy access.&lt;br /&gt;
&lt;br /&gt;
When a server-side saved roster is selected, any changes made to that template and uploaded before the tournament begins will be reflected in the roster used. Note that only when uploaded do changes take effect. If a change is made locally first, that will not be used.&lt;br /&gt;
&lt;br /&gt;
If you wish to edit the roster, you can, in which case your local machine will load up the saved roster as it is. If you make changes within the tournament, that will be reflected in the roster used - once changes are made and submitted, that roster will change to being a one-time use roster. Any changes made to the saved template will &#039;&#039;&#039;NOT&#039;&#039;&#039; be reflected in the tournament.&lt;br /&gt;
&lt;br /&gt;
==== Local Rosters ====&lt;br /&gt;
You have a limited number of slots to save tournaments on the server - those slots will be accessible if you log in from multiple devices, and can be pre-selected for a tournament. However, you may also save other rosters locally. These rosters can still be used for tournaments, but you will have to access a tournament first, load the roster, and submit. This can still be useful to use as a starting point for tournaments, but this will need to be done manually for each tournament you wish to use that roster in&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team/Card_Combinator&amp;diff=1398</id>
		<title>OOTP Baseball:Perfect Team/Card Combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team/Card_Combinator&amp;diff=1398"/>
		<updated>2024-10-09T14:47:18Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Welcome to the Card Combinator! ===&lt;br /&gt;
This feature enables you to merge cards that share a link with a chosen &#039;&#039;&#039;Combinator Series&#039;&#039;&#039; card, rewarding you with &#039;&#039;&#039;Combinator Points&#039;&#039;&#039; the closer the cards are related to each other. These points can be used to unlock incremental boost levels for the &#039;&#039;&#039;Combinator Series&#039;&#039;&#039; card, enhancing its attributes and, consequently, its performance in the game. The enhancement can reach up to a maximum of &#039;&#039;&#039;5 boost levels&#039;&#039;&#039;, each level offering a significant improvement to the card&#039;s ratings.&lt;br /&gt;
&lt;br /&gt;
==== How do you get Combinator Cards? ====&lt;br /&gt;
Cards when pulled from a pack have a chance of being pulled as a combinator card. Combinator Series cards overall value does not change, but the component ratings (power, eye, stuff, control, etc...) will increase depending on which combinator level the card has been boosted to.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;How do I boost this card I got to get it to these different levels?&#039;&#039;&#039; ====&lt;br /&gt;
In the game, we have something called the Card Combinator. This is where you’ll be boosting your cards to get them to these different levels. You can access it from the PT home page on a tab.&lt;br /&gt;
&lt;br /&gt;
To start combinating a card, click on the card you want to boost from the dropdown on the left side of your screen. All the combinator cards you own that aren’t fully boosted to Level 5 will be listed here.&lt;br /&gt;
&lt;br /&gt;
Once you select a Combinator Card you want to attempt to boost, you will see a list of historical cards in your collection on the right side of the screen that can be used to combinate with the card, each with different point values attached to them. These point values take into account several factors:&lt;br /&gt;
&lt;br /&gt;
* Teammates (This is what people consider to be one of the most valuable attributes for boosting; the longer a card has been a teammate with the Combinator Card you want to boost, the more value it has.)&lt;br /&gt;
* The team of the card (Sharing a team with the card in question gives it more value; however, due to technical limitations, at this time teams in the same franchise but with different locations or team names in their history, like the Brooklyn Dodgers/Los Angeles Dodgers and St. Louis Browns/Baltimore Orioles, do not give this boost)&lt;br /&gt;
* The decade/year of the card (Cards that played in the same decade/year as the card in question gives it more value for boosting.)&lt;br /&gt;
* Card Type (Having the same card type, like All-Star, Snapshot, or Hardware Heroes, gives the card more value for a boost.)&lt;br /&gt;
* Combining a combinator card with other Combinator Cards can also give a decent amount of points for combinating as well.&lt;br /&gt;
&lt;br /&gt;
This result of the point value is then multiplied with a factor based on the OVR and whether or not the card is a Live one.&lt;br /&gt;
&lt;br /&gt;
However, while many cards can be used to combinate with a Combinator, Live cards below Gold and cards on your active roster cannot be used to combinate a card. You can use up to 500 cards in any boost attempt.&lt;br /&gt;
&lt;br /&gt;
The better the relationship score based on the above factors, the higher the amount of points they are worth in any boost attempt.&lt;br /&gt;
&lt;br /&gt;
==== How many points are required in an attempt? ====&lt;br /&gt;
This varies depending on the overall of the card you are boosting, as well as what level of the card you are trying to reach. The translation of points to what percent chance that yields is not a direct scale - if the 100% chance is 6000 points, 1000 points will not necessarily mean you have a 16% chance. The actual odds you have is listed on the page when submitting the attempt.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;What happens to the cards I use to attempt a boost?&#039;&#039;&#039; ====&lt;br /&gt;
Any cards used to attempt a boost of a Combinator Card will be &#039;&#039;&#039;removed&#039;&#039;&#039; from your collection. It is advised to be cautious with your boost, and boost when you believe you’ll have a good chance of success. Depending on personal preference, you can wait until you get to 100% to boost, or you can submit with much smaller odds.&lt;br /&gt;
&lt;br /&gt;
Locked cards for collections/missions are eligible to be used to combinate a card as well, but these will also be removed from your collection once used. They do not impact missions that have already been completed, but if the card is used in a mission later, you would need to acquire it again to use in that future mission.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Can I use these cards in league and tourney play?&#039;&#039;&#039; ====&lt;br /&gt;
You can use Combinator Cards in league and tournament play. For tournaments, the level they are currently at in league play is the level they’ll be at for the tourney. If the level of a card is increased in league play, the level of the card will be increased in tourneys, including active tournaments.&lt;br /&gt;
&lt;br /&gt;
Note that some tournaments have limits in place, where you may be allowed none, 1, 5, or any number of combinator cards. &lt;br /&gt;
&lt;br /&gt;
==== What else can I do with combinator cards? ====&lt;br /&gt;
Combinator cards cannot be quicksold. You can sell them on their own auction house. If sold, they will return to be a level 0 card, in which case the person who buys the card can attempt to increase its level. Combinator cards may be locked to use in collection missions, just like regular cards.&lt;br /&gt;
&lt;br /&gt;
If you do not want to use combinator cards, you do not have to. If you wish, you can use the action menu on the player card to remove its combinator status. This is not reversible, and will allow the cards to be sold on the regular auction house or quicksold.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team/Card_Combinator&amp;diff=1396</id>
		<title>OOTP Baseball:Perfect Team/Card Combinator</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team/Card_Combinator&amp;diff=1396"/>
		<updated>2024-10-09T14:47:04Z</updated>

		<summary type="html">&lt;p&gt;Matt: added page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Card Combinator! &lt;br /&gt;
&lt;br /&gt;
This feature enables you to merge cards that share a link with a chosen &#039;&#039;&#039;Combinator Series&#039;&#039;&#039; card, rewarding you with &#039;&#039;&#039;Combinator Points&#039;&#039;&#039; the closer the cards are related to each other. These points can be used to unlock incremental boost levels for the &#039;&#039;&#039;Combinator Series&#039;&#039;&#039; card, enhancing its attributes and, consequently, its performance in the game. The enhancement can reach up to a maximum of &#039;&#039;&#039;5 boost levels&#039;&#039;&#039;, each level offering a significant improvement to the card&#039;s ratings.&lt;br /&gt;
&lt;br /&gt;
==== How do you get Combinator Cards? ====&lt;br /&gt;
Cards when pulled from a pack have a chance of being pulled as a combinator card. Combinator Series cards overall value does not change, but the component ratings (power, eye, stuff, control, etc...) will increase depending on which combinator level the card has been boosted to.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;How do I boost this card I got to get it to these different levels?&#039;&#039;&#039; ====&lt;br /&gt;
In the game, we have something called the Card Combinator. This is where you’ll be boosting your cards to get them to these different levels. You can access it from the PT home page on a tab.&lt;br /&gt;
&lt;br /&gt;
To start combinating a card, click on the card you want to boost from the dropdown on the left side of your screen. All the combinator cards you own that aren’t fully boosted to Level 5 will be listed here.&lt;br /&gt;
&lt;br /&gt;
Once you select a Combinator Card you want to attempt to boost, you will see a list of historical cards in your collection on the right side of the screen that can be used to combinate with the card, each with different point values attached to them. These point values take into account several factors:&lt;br /&gt;
&lt;br /&gt;
* Teammates (This is what people consider to be one of the most valuable attributes for boosting; the longer a card has been a teammate with the Combinator Card you want to boost, the more value it has.)&lt;br /&gt;
* The team of the card (Sharing a team with the card in question gives it more value; however, due to technical limitations, at this time teams in the same franchise but with different locations or team names in their history, like the Brooklyn Dodgers/Los Angeles Dodgers and St. Louis Browns/Baltimore Orioles, do not give this boost)&lt;br /&gt;
* The decade/year of the card (Cards that played in the same decade/year as the card in question gives it more value for boosting.)&lt;br /&gt;
* Card Type (Having the same card type, like All-Star, Snapshot, or Hardware Heroes, gives the card more value for a boost.)&lt;br /&gt;
* Combining a combinator card with other Combinator Cards can also give a decent amount of points for combinating as well.&lt;br /&gt;
&lt;br /&gt;
This result of the point value is then multiplied with a factor based on the OVR and whether or not the card is a Live one.&lt;br /&gt;
&lt;br /&gt;
However, while many cards can be used to combinate with a Combinator, Live cards below Gold and cards on your active roster cannot be used to combinate a card. You can use up to 500 cards in any boost attempt.&lt;br /&gt;
&lt;br /&gt;
The better the relationship score based on the above factors, the higher the amount of points they are worth in any boost attempt.&lt;br /&gt;
&lt;br /&gt;
==== How many points are required in an attempt? ====&lt;br /&gt;
This varies depending on the overall of the card you are boosting, as well as what level of the card you are trying to reach. The translation of points to what percent chance that yields is not a direct scale - if the 100% chance is 6000 points, 1000 points will not necessarily mean you have a 16% chance. The actual odds you have is listed on the page when submitting the attempt.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;What happens to the cards I use to attempt a boost?&#039;&#039;&#039; ====&lt;br /&gt;
Any cards used to attempt a boost of a Combinator Card will be &#039;&#039;&#039;removed&#039;&#039;&#039; from your collection. It is advised to be cautious with your boost, and boost when you believe you’ll have a good chance of success. Depending on personal preference, you can wait until you get to 100% to boost, or you can submit with much smaller odds.&lt;br /&gt;
&lt;br /&gt;
Locked cards for collections/missions are eligible to be used to combinate a card as well, but these will also be removed from your collection once used. They do not impact missions that have already been completed, but if the card is used in a mission later, you would need to acquire it again to use in that future mission.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Can I use these cards in league and tourney play?&#039;&#039;&#039; ====&lt;br /&gt;
You can use Combinator Cards in league and tournament play. For tournaments, the level they are currently at in league play is the level they’ll be at for the tourney. If the level of a card is increased in league play, the level of the card will be increased in tourneys, including active tournaments.&lt;br /&gt;
&lt;br /&gt;
Note that some tournaments have limits in place, where you may be allowed none, 1, 5, or any number of combinator cards. &lt;br /&gt;
&lt;br /&gt;
==== What else can I do with combinator cards? ====&lt;br /&gt;
Combinator cards cannot be quicksold. You can sell them on their own auction house. If sold, they will return to be a level 0 card, in which case the person who buys the card can attempt to increase its level. Combinator cards may be locked to use in collection missions, just like regular cards.&lt;br /&gt;
&lt;br /&gt;
If you do not want to use combinator cards, you do not have to. If you wish, you can use the action menu on the player card to remove its combinator status. This is not reversible, and will allow the cards to be sold on the regular auction house or quicksold.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=Drive_for_the_Pennant&amp;diff=1394</id>
		<title>Drive for the Pennant</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=Drive_for_the_Pennant&amp;diff=1394"/>
		<updated>2024-10-09T14:23:45Z</updated>

		<summary type="html">&lt;p&gt;Matt: Created page with &amp;quot;Drive For the Pennant is a new Feature in OOTP 25.   This mode is meant to get you in and playing through the current MLB season. It gives you a focused view to manage your team - it delegates depth charts, bullpen depth, minor league management, etc... to your assistant GM, to keep you focused on the key parts of managing your team. Many displays are hidden or simplified in attempt to keep you focused on the main part of your mission.  For new players, it gives a quick...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Drive For the Pennant is a new Feature in OOTP 25. &lt;br /&gt;
&lt;br /&gt;
This mode is meant to get you in and playing through the current MLB season. It gives you a focused view to manage your team - it delegates depth charts, bullpen depth, minor league management, etc... to your assistant GM, to keep you focused on the key parts of managing your team. Many displays are hidden or simplified in attempt to keep you focused on the main part of your mission.&lt;br /&gt;
&lt;br /&gt;
For new players, it gives a quick and easy way to get into the game and to play through. For veteran players, it&#039;s a way to play through the current MLB season in a quick way, to experience all the thrills of the season without some of the complexities of the game. We certainly know that the mode will not appeal to all users, but we think that it provides a new way to play that fans new and old should be able to enjoy.&lt;br /&gt;
&lt;br /&gt;
The biggest difference to the regular mode of play is that as you play through the season, the game will jump you into the action as you go through the season. As you sim through, if your team is in a crucial situation, the game will pause and put you into the action to make the key decision, and then finish the game to see how it plays out. Do you stick with your starter or switch to the bullpen? Do you pinch hit late in a key spot? Can you hold on to that slim lead late? Can your team close out the shutout? You do not have to complete the games, but it lets you get in on some key decision points through the season as you navigate.&lt;br /&gt;
&lt;br /&gt;
The game controls are simple - the manager home page acts as a home base with suggestions and allowing some general decision making, and you simply use the continue button to advance through the season. It will go through a few days at a time until the next key action you need to take - whether being thrown into a game situation, or decide what to do with an injury, or how to react to a trade offer. As you progress, you also have a momentum meter which will fluctuate depending on your team&#039;s success as well as how you handle the game situations, which could give you the boost you need for that stretch run.&lt;br /&gt;
&lt;br /&gt;
Once you have completed the season, whether successfully with a trophy, making it through the playoffs, or falling short, you may choose to continue the game afterwards as a regular game, resuming full controls, in either regular or challenge mode. Or you can go back and start up a new drive with another team, and see how your luck fares.&lt;br /&gt;
&lt;br /&gt;
While in Drive for the Pennant mode, the game will play as a Challenge Mode game, meaning that while playing the game, you can earn packs for your Perfect Team game if you are signed in. There are new Steam Achievements to be earned at the end for the completing the run - successfully or not! with each MLB team.&lt;br /&gt;
&lt;br /&gt;
Overall, the mode should be a way to get you into the action in playing out the season. You do not have to play out every game you are prompted for, but it should be a fun way to put you into the key strategic choices you need to make, while letting the AGM and coaching staff handle more of the work for you. It&#039;s meant to be a casual way to play through the current MLB season without all of the complexity of the base game. Somewhat of a twist on challenge mode, to give you the challenge and focus on the current season.&lt;br /&gt;
&lt;br /&gt;
The trading model is also different from the base game. You will get more offers through the season, or you may initiate trades through some of the shop player options, or through a new trading for needs section, where you can search for a specific postition and need, and get multiple offers back. By default the regular trading view is not enabled, but this new method should give you some reasonable offers you may consider through the year.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts&amp;diff=1393</id>
		<title>OOTP Baseball:Important Game Concepts</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Important_Game_Concepts&amp;diff=1393"/>
		<updated>2024-10-09T14:22:41Z</updated>

		<summary type="html">&lt;p&gt;Matt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:{{SUBPAGENAME}}}}&lt;br /&gt;
&lt;br /&gt;
A successful manager in OOTP needs to know more than just what screens exist. He needs to understand the core concepts of the game. This section of the online manual is designed to tell you a little bit more about key aspects of the game:&lt;br /&gt;
&lt;br /&gt;
* [[OOTP 25:Important Game Concepts/Challenge Mode|Challenge Mode]]&lt;br /&gt;
* [[Drive for the Pennant]]&lt;br /&gt;
* [[OOTP 25:Important Game Concepts/The Human Manager Model|The Human Manager Model]]&lt;br /&gt;
* [[OOTP 25:Important Game Concepts/The Player Model|The Player Model]]&lt;br /&gt;
* [[OOTP 25:Important Game Concepts/The Personnel Model|The Personnel Model]]&lt;br /&gt;
* [[OOTP 25:Important Game Concepts/The Scouting Model|The Scouting Model]]&lt;br /&gt;
* [[OOTP 25:Important Game Concepts/The Trading Model|The Trading Model]]&lt;br /&gt;
* [[OOTP 25:Important Game Concepts/The Financial / Contract Model|The Financial / Contract Model]]&lt;br /&gt;
* [[OOTP 25:Important Game Concepts/Team Chemistry and Morale|Team Chemistry and Morale]]&lt;br /&gt;
* [[OOTP 25:Important Game Concepts/Player Drafts|Player Drafts]]&lt;br /&gt;
* [[OOTP 25:Important Game Concepts/Roster Rules and Management|Roster Rules and Management]]&lt;br /&gt;
* [[OOTP 25:Important Game Concepts/League Events|League Events]]&lt;br /&gt;
* [[OOTP 25:Important Game Concepts/Promotion and Relegation|Promotion and Relegation]]&lt;br /&gt;
* [[OOTP 25:Important Game Concepts/Tournaments|Tournaments]]&lt;br /&gt;
* [[OOTP 25:Important Game Concepts/2017 MLB CBA Changes|2017 MLB CBA Changes]]&lt;br /&gt;
* [[OOTP 25:Important Game Concepts/Tools, Functions, and Editors|Tools, Functions, and Editors]]&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
	<entry>
		<id>https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team/Team_Chemistry&amp;diff=318</id>
		<title>OOTP Baseball:Perfect Team/Team Chemistry</title>
		<link rel="alternate" type="text/html" href="https://wiki.ootpdevelopments.com/index.php?title=OOTP_Baseball:Perfect_Team/Team_Chemistry&amp;diff=318"/>
		<updated>2024-07-29T09:47:05Z</updated>

		<summary type="html">&lt;p&gt;Matt: Added initial info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Team Chemistry is a new feature in PT25. It gives a bonus to players to vary the roster usage, and to help &amp;quot;theme teams&amp;quot; gain a bonus by using players from the same team or eras.&lt;br /&gt;
&lt;br /&gt;
==== Boosts Available ====&lt;br /&gt;
Players gain boosts from the following:&lt;br /&gt;
&lt;br /&gt;
* Being of the same card type/special edition type (ie. Baseball Reference 1 cards gain an additional boost with other Baseball Reference 1  cards. Future Legends gain a boost from other Future Legends)&lt;br /&gt;
* Both being Combinator Series cards&lt;br /&gt;
* Being from the same historical team (New York Yankees with other New York Yankees)&lt;br /&gt;
* Being from the same year (larger bonus) or decade (smaller bonus)&lt;br /&gt;
* Having been actual teammates in the past&lt;br /&gt;
&lt;br /&gt;
==== Calculations ====&lt;br /&gt;
On the Chemisty page, you can view a player&#039;s total chemistry. The chemistry for each player is evaluated vs every other player on the team, and the player is given an individual score. All player relations are added up, for the overall team score.&lt;br /&gt;
&lt;br /&gt;
Players receive a bonus in-game with their individual score mixed with the team score. So if your overall team score is 75%, players who individually have a larger value will gain more than those with a lower score. The actual bonus players get is applied in-game when determining the result of plays.&lt;br /&gt;
&lt;br /&gt;
==== Considerations ====&lt;br /&gt;
The bonus can increase some players, however the underlying ratings of players still is a much larger factor.&lt;/div&gt;</summary>
		<author><name>Matt</name></author>
	</entry>
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