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Old 05-03-2016, 02:06 PM   #1
cavebutter
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Adding a 6th level of minors to a fictional universe

I created too many feeder teams, thinking that I was going to expand more than I actually did. Rather than trying to tinker with deleting feeder teams and dealing with orphaned scrubs, I thought it would be fun and challenging to add another level of minors.

I've never used more than the standard 5 (R, SA, A, AA, AAA) and I've never followed MiLB closely enough to understand the all of the different levels in the real world.

Can someone here help me understand how to differentiate between Low A and High A? How to get the game to recognize the difference between the two, if that's even possible? Or maybe a different approach? A second AA?
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Old 05-03-2016, 02:36 PM   #2
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Originally Posted by cavebutter View Post
I created too many feeder teams, thinking that I was going to expand more than I actually did. Rather than trying to tinker with deleting feeder teams and dealing with orphaned scrubs, I thought it would be fun and challenging to add another level of minors.

I've never used more than the standard 5 (R, SA, A, AA, AAA) and I've never followed MiLB closely enough to understand the all of the different levels in the real world.

Can someone here help me understand how to differentiate between Low A and High A? How to get the game to recognize the difference between the two, if that's even possible? Or maybe a different approach? A second AA?


I like to add extra levels of rookie ball and then give each one a min/max age, depending on how many tiers you want to create.


The bottom tier could be ages 16-19, then 19-20, etc. Usually, I also set a maximum age in Short-A but then allow the full season leagues to play without age restrictions. That's my brute-force method of tiering the low minors. But I'd be interested to hear if anyone else has a better system.
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Old 05-03-2016, 02:50 PM   #3
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The main thing to look at in the settings are the saber metric player creation modifiers. These will tell you the difference in skill between minor leagues. Go to that screen and flip between your five levels and see how they change. When you add a new minor league, modify those accordingly to fit between the leagues above and below it.


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Old 05-03-2016, 02:52 PM   #4
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Also, I can't remember quite where those modifiers are. It's under league settings, one of the tabs on the far right.


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Old 05-03-2016, 02:53 PM   #5
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So if AAA has a modifier of .900, that means for that skill, AAA players perform at roughly 90% of major leaguers.


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Old 05-03-2016, 04:02 PM   #6
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don't those say that they only affect created players, like using the league function "fill". but, they will tell you a bit about ability in that league.

i don't think there are more than 5 tiers, unless you get into HS and Col feeders? which i would classify as something else. you'd have to make a league either lower than rookie or higher than AAA, if you wanted something that isn't redundant.

as long as you are replacing roughly the same # of players that leave each tier each year, the system will stay full. if you add an extra affiliate to everyone, you may need to add a couple rounds or increase what comes out of feeder leagues, which i am not familiar with.

i would bet that you need more rounds added if you make a 2nd AAA team vs a 2nd rookie team. or, it will just allow a greater # of "never-gonna-bes" to stick around until 28 more often. don't add too many rounds, you might end up with a saturated league and extremely flat statistics.
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Old 05-03-2016, 04:33 PM   #7
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don't those say that they only affect created players, like using the league function "fill". but, they will tell you a bit about ability in that league.

i don't think there are more than 5 tiers, unless you get into HS and Col feeders? which i would classify as something else. you'd have to make a league either lower than rookie or higher than AAA, if you wanted something that isn't redundant.

as long as you are replacing roughly the same # of players that leave each tier each year, the system will stay full. if you add an extra affiliate to everyone, you may need to add a couple rounds or increase what comes out of feeder leagues, which i am not familiar with.

i would bet that you need more rounds added if you make a 2nd AAA team vs a 2nd rookie team. or, it will just allow a greater # of "never-gonna-bes" to stick around until 28 more often. don't add too many rounds, you might end up with a saturated league and extremely flat statistics.
The AI uses the PCM to assign their minor league player to the various levels. The FSL has slightly higher PCM than the Midwest League even though both are labeled as A level leagues, and as a result the AI puts slightly better players in the FSL.
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Old 05-03-2016, 04:52 PM   #8
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With custom levels you can make Single A all the way to AAAAAA or whatever you want. Just be sure to set the pcm properly
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Old 05-04-2016, 02:16 AM   #9
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Personally I find more than four levels of minors to be a huge PITA, but it's your game, play it your way.
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Old 05-04-2016, 03:31 AM   #10
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Personally I find more than four levels of minors to be a huge PITA, but it's your game, play it your way.
Same here.
If it is the MLB quickstart, I take it down to 4 levels of minor
AAA AA A and SA

In a fictional league, depending on the age of the new draftees I might only go with three AAA AA A.

Players develop fine in this system and it is a bit easier to track the players development each year...50-60 less 1 star players to track.
Speeds up the sim of the game as well, another added bonus.
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Old 05-04-2016, 07:09 AM   #11
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from the manual:

"When used for minor leagues, Sabermetric PCMs affect only the quality of players generated when the league is first created. They do not affect the quality of new players created in subsequent years - that aspect is controlled solely by the PCM's used by the relevant major league."

People are attributing more characteristics to these SPCMs than what they actually are.

they don't have anythign to do with the competition level of the league except for initial creation process of your game world or a brand new league in which you use the "Fill" function to create players.

unless you set age limits or other relevant settings that i cannot think of, the AI will place aaa-quality players in a AAA-level league. can you warp it? i wouldn't doubt it, but i'd question why and to what end. whatever it is, the same thing is likely accomplished with simpler methods.

___________


not all amatuers can go into S A from the draft... they may not be hindered much, but their progress is affected in at least a slight way.... whether it's negligible or not i cannot say.

i typically push players as fast as they allow me to. i regularly place HS prospects in S A, but quite a few are simply not good enough directly from the draft. if i had to guess, it's closer to negligible than to anything that necessitates concern. however, the bottom line is that without a rookie league, some players are not going to develop at an optimal rate initially -- whether it's negligible or not is not somethign the "eye-test" could flesh out.

Last edited by NoOne; 05-04-2016 at 07:28 AM.
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Old 05-04-2016, 07:52 AM   #12
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from the manual:

"When used for minor leagues, Sabermetric PCMs affect only the quality of players generated when the league is first created. They do not affect the quality of new players created in subsequent years - that aspect is controlled solely by the PCM's used by the relevant major league."

People are attributing more characteristics to these SPCMs than what they actually are.

they don't have anythign to do with the competition level of the league except for initial creation process of your game world or a brand new league in which you use the "Fill" function to create players.

unless you set age limits or other relevant settings that i cannot think of, the AI will place aaa-quality players in a AAA-level league. can you warp it? i wouldn't doubt it, but i'd question why and to what end. whatever it is, the same thing is likely accomplished with simpler methods.

___________


not all amatuers can go into S A from the draft... they may not be hindered much, but their progress is affected in at least a slight way.... whether it's negligible or not i cannot say.

i typically push players as fast as they allow me to. i regularly place HS prospects in S A, but quite a few are simply not good enough directly from the draft. if i had to guess, it's closer to negligible than to anything that necessitates concern. however, the bottom line is that without a rookie league, some players are not going to develop at an optimal rate initially -- whether it's negligible or not is not somethign the "eye-test" could flesh out.
Sorry but this is not true. If you have two single A levels and one has a higher pcm setting, the ai will treat it as a higher level between the two. This is how the game distinguishes Single A from Advanced A in the MLB games.

Test it your self, the A level with higher PCMs will have stronger, more developed players.

Regarding the manual, it is unfortunately very incomplete.
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Old 05-04-2016, 11:10 AM   #13
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jpeters is right. For anyone that plays the quickstarts extensively, it is evident that the AI treats the single A levels differently. All you have to do is look at how players advance through the minors and you will see that the AI brings players into the Midwest League first and then advance them to the FSL. Never do I see it happen in the reverse. If you don't believe us, ask Lukasberger for confirmation.
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Old 05-04-2016, 12:28 PM   #14
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As the author of the aforementioned section of the manual, I can confirm that there are often times where I didn't have the "full picture" from Markus. I do believe that the PCMs affect the game's understanding of which levels are higher than other levels...


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