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Brutalkid

Advice?

January 18, 2007 at 05:22AM View BBCode

When I signed up for the JRL for the first time I did'nt get in, 2nd time did'nt get in. So.. Why did I keep trying? At that time the JRL was the oldest and most competetive private league out there. I'm one that likes to compete against the BEST. The better the competition the more challenging the league will be. Like a 16 player chess match with everyone looking for that edge that will put their team in the Fall Classic each season. Well the league has re newed a couple of times since then and each time a few really experienced owners retire.

At this time it seems like some of the experienced owners have become less active, and more importantly it seems that some of the new owners in this league need some help but haven't asked for it. So the league seems to be on "Auto Pilot".

My hope here is to create an area where veterans fo Sim Dynasty can give some advice and, at the same time, anyone that has any questions can ask them. I know there are sevral owners here that will gladly help anyone that asks for it.

Feel free to post advice and or Q & A here.

Sincerely, Brutalkid
Chicago Boltz
Brutalkid

January 18, 2007 at 05:54AM View BBCode

I'll throw my first bit of advice out there now.

The first thing I wanted to learn when I signed up for Sim Dynasty was how to train players. I asked my self why trade for an A- player when I can learn how to make one my self.

The first part is knowing when where and how players gain points. Hitters will gain points best at off season ages 18yr to 21yr in the minors with 5 cp's on them. Hitters 22yr and up will gain points better playing full time in the Majors. In the minors the weaker and younger players will gain faster than the older and stronger players. At the Major league level 23yr/24yr are the ages where hitters gain the best with 22yr/25yr next best followed by 26yr, 27yr, 28yr...
The best age for pitchers in the Majors is 24yr followed by 23yr/25yr then 26yr, 27yr,...

Here's my formula to get a player to an A- overall rating.

start with a hitter that is 18yr and C overall, or 19yr and C+ overall. Keep him in the minors with 5 cp's until the end of the season that includes his 21st birthday. Then put him into the starting line up full time. This player will usually hit A- overall at age 26yr or 27yr.
I like to keep pitchers in the minors a season longer than hitters. The result being the same as for hitters.
Rogerdoger

Long over due

January 18, 2007 at 01:19PM View BBCode

This is long over due. Not just for this league, but overall. I LOVE it....and would invite our league owners to ask here, or via U2U any question they may have. Although the first tip from BrutalKid is the best one any owner can hope to get.
Learning how to develop players is the most important part of SimD.
Next big thing is probably how to draft. Not real sure that I am the best but I know that if I draft in the middle of the pack, there usually is not too much there, so I try to get some youth. If I can get a 17 year old pitcher with at least C control, I am all over it. Pitching is the most important part of the actual team, so developing great pitching is major. Drafting kids is going to help you develop some studs.
Unless you have the first pick, then of course take the pre-made stud.
Roamer

Thanks

January 18, 2007 at 03:43PM View BBCode

Even though I have renewed several times in the league, I am still "flying by the seat of my pants" with trying to figure out what I am doing. I do need help in those areas. I would like to see this type of advice become a "permanet part of this league.

So how in the h--- can I improve the Crusaders?
dawgfan

January 18, 2007 at 04:34PM View BBCode

Here's some advice I offered to Heinerkin when he first joined the league and was frustrated with the state of his Philadelphia franchise:

"No team situation is hopeless - ride the poor seasons, make the most of your high draft picks, churn valuable vets for talented youth and get your team set with a lot of talent all in a close age range, and you'll have a dynasty brewing."

I'll expand on this a bit - it may be that your roster is bad enough that you'll have to churn for several seasons - by which I mean suffer through bad seasons, draft well with your high picks, develop them and then sell them off at their prime to get even more good younger players and picks back in return. If your roster is really devoid of much talent, you'll need some time to build up that talent.

I usually try to develop my roster such that most of my core group of players are pretty close in age so that when they do hit their most developed prime years, I maximize the amount of time my team is in contention for a W.S.
Brutalkid

January 19, 2007 at 07:55AM View BBCode

OK this will be a long one, but very informative.
It has to do with building a Championchip team.

If someone where to draft a 19yr C+ and train him in the minors for 3 seasons, then put him in the starting line up full time, this is roughly what his overall grade would look like through his career.

19yr C+ 5cp
20yr B- 5cp
21yr B- 5cp
22yr B
23yr B
24yr B+
25yr B+
26yr A-
27yr A-
28yr A-
29yr A-
30yr A-
31yr A-
32yr A-
33yr A-
34yr A-
35yr B+
36yr B+
37yr B

Now lets look at the age scale in a different way. Hypetheticelly, what if you where to draft a 19yr C+ every season for 19 straight seasons and follow this formula with every one of them? Well the above scale would represent the 19 draft picks and only 16 of 25 spots on your major league roster. The other 9 would either be waiver wire pick ups or R2 draft picks etc. that did'nt get trained. Among those 16 are 9 players at A- and 4 players at B+. Enough to make a good team, but not enough to make a Championchip team. My target for a championchip team is to have 4 SP, 3 RP, and 8 hitters, 15 in all, with at least A- overall grades and for the remaining 10 players to be B and B+ players. Since the scale above won't get you there you'll need to get more players by making trades to make up the diffrence. There are a few ways to go about this.

The first and most common way is to trade for A- and B+ players when you think your team is on the verge of making the play offs. As a rough guideline a 31yr A- will go for a R1 draft pick. I think that this method is good for adding that final piece but not good to give up all 5 of your future R1's for 5 A- 31yr players.

The other 2 ways have to be done during a re build.

One method is at the start of a rebuild, trade your older studs for 21yr to 24yr prospects because you'll have pleanty of room on your Major league roster to train them and with limited room in the minors one can't afford to trade for a bunch of teenagers. And of course the team giving the 21yr-24yr will have studs in place of those youngsters that are hard to train when they're trying to make a Championchip run.

The other method, and my favorite method, is to trade those older studs for draft picks and cp's to go along with them. This way you can better chose your new team members through the draft and have the cp's to train them.
I've had great luck with this method from both sides. It was one of this type of trade that helped prolong my last run of 21 playoff apearances in a span of 23 seasons. And of course I made a few trades like this during my most recent re build.

In all I'm hoping to see a more informed and more Active JRL, with more owners activly attempting to crerate Championchip teams and less owners willing to settle for mediocrity.

I've sent Roamer some advice on his roster and think he'll have a good looking team in the near future. He'll have some quality vets to trade this off season. Keep your eyes out for his post.

Hopefully we'll see this post stay active for a long time.
Rogerdoger

January 19, 2007 at 01:13PM View BBCode

My question is on trading CP's. What is the best way to make that work for both teams? I am one of those owners that develops players and then never wants to part with them, like my young catcher in the minors right now. I am sure he would fetch a lot, but I made him, and I want to keep him. Am I crazy?
Brutalkid

January 19, 2007 at 02:10PM View BBCode

Those are great questions, I'll answer the 2nd question first about the catcher. This delema comes up often. When one is rebuilding and ask's for 21yr-24yr players he must realize that he is not only asking for the pick invested in that player but also for the cp's invested in that player. The Hornets used this method very recently and his studs where so good he was able to pull it off and did a great job of gathering his much needed youth for his rebuild. When you look at a player like Tate, The Yankees stud young catcher. he was drafted with pick 9 and has 15 cp's in him. So there's Tates value a mid R1 and 15 cp's. But that does'nt mean Rogerdoger trades Tate for a R1 and 15 cp's it's just a starting point for his value. What I envision for The Yankees catching situation is that they would trade the older stud C A.Dues when Tate is ready to take over at C.

As for the best way to make cp trading good for both teams a rough guideline is that a R1 from a playoff team is worth 10 cp's and a R2 from a playoff team is worth 5 cp's. If someone is trading a player better than that A- 31yr I mentioned above, like an A- 27yr might be viewed as being worth 2 R1 draft picks but that would create problems for both sides with one team drafting more players than he can train and the other team not having enough players to train, So why not offer a R1 with 5cp's for the year of the draft pick and 5 cp;s for the following season. Since a R1 and 10cp's is roughly the same as 2 R1's the trade is fair and really helps both teams better.
Rogerdoger

January 19, 2007 at 03:14PM View BBCode

Thanks for that answer, the whole thing is becoming clearer.

Using the chart you supplied, lets say a team develops that 19 year old C+ for 8 seasons, he is now a 27 year old A-, is it time to trade him, and would you trade him for a 22 year old B?
Brutalkid

January 19, 2007 at 04:50PM View BBCode

I would give them both the same value generally. But a contending team would rather have the 27yr A- and the re building team would rather have the 22yr B.

Great Question.

[Edited on 1-19-2007 by Brutalkid]
Rogerdoger

January 19, 2007 at 07:16PM View BBCode

Ok, here is my next question. How important is a players health? I have often gone for kids with high health, then of course I vent like mad when they get injured for 38 games. :lol:


I have this kid in the SYL, http://www.simdynasty.com/player.jsp?player=nobody&mode=stats&id=3265309

but he has F health. No one wants him. I think I understand why. :spin:
Brutalkid

January 19, 2007 at 09:41PM View BBCode

I have not put much weight on the relation of health to injurys. Injurys seem to be more random than related to health. So when looking at pitchers health is very minor. But for hitters health is directly related to improvement chances on the Major league level. As in an A health hitter can log in 150 plus games in a season where a low health player will sit out alot more games and subsiquently recieve less improvement chances. and if you have a low health player in your starting line up he better have a good back upfor all those games he will sit out. On the upside health is not an issue in the playoffs or in a platoon situation.
Rogerdoger that kid in the SYL has apearently shared his cp's and is a switch hitter which will take him out of a platoon situation. I'd recomend training him with thoughts that he'll be a good back up but not as a starter.
heinerkin

January 20, 2007 at 12:47AM View BBCode


I've sent Roamer some advice on his roster and think he'll have a good looking team in the near future. He'll have some quality vets to trade this off season. Keep your eyes out for his post.


OK, that might explain why he peppered me with a mess of unbalanced trade offers. Now I gotta worry about Roamer and Brutalkid trying to rip me off! :lol:
Brutalkid

January 20, 2007 at 08:13AM View BBCode

Better to be active than not active right? ;)
heinerkin

January 20, 2007 at 05:01PM View BBCode

Active, yes. Every owner should be constantly evaluating his team and making moves to improve it. Complacency kills--an individual team, and eventually the league. But if an owner is constantly peppering the other owners with unbalanced offers, then that will tend to make other owners dismiss any future offers out of hand. Or if an owner is showing hightened (and unsolicited) interest in one of my players, that will make me want to hold on to him, or at least raise the price for him. In addition, I would rather trade with an owner in the other league so I don't have to see a player I drafted and developed beat my butt for many seasons to come. So I tend to ask for a little more in return when I'm dealing with an owner in the same league as me.

Personally, I'm not too worried about this league carrying on far into the future. We are coming up on the 100th season in the JRL, and though I am a newcomer, I'd love to put together a "Team of the Century" to commemorate it.
Brutalkid

January 20, 2007 at 07:20PM View BBCode

Basically what has happened is that one rebuilding team is asking for players from another rebuilding team, and that does'nt work. But no one learns if they don't try. I'm sure Roamer will see this and stop sending you offers for awhile.

As far as this league goes, there are alot of great owners here and I see this league going on for a long long time.
dawgfan

January 21, 2007 at 03:33AM View BBCode

Originally posted by Brutalkid
When one is rebuilding and ask's for 21yr-24yr players he must realize that he is not only asking for the pick invested in that player but also for the cp's invested in that player. The Hornets used this method very recently and his studs where so good he was able to pull it off and did a great job of gathering his much needed youth for his rebuild. When you look at a player like Tate, The Yankees stud young catcher. he was drafted with pick 9 and has 15 cp's in him. So there's Tates value a mid R1 and 15 cp's. But that does'nt mean Rogerdoger trades Tate for a R1 and 15 cp's it's just a starting point for his value. What I envision for The Yankees catching situation is that they would trade the older stud C A.Dues when Tate is ready to take over at C.


Good info, but I'll point out that the JRL is like any other free market system - a player is worth what another owner is willing to give up for him. That value may or may not match what resources you've put into him (draft pick, CP's), and the value someone else is willing to pay for one of your players may not be enough to convince you to trade him.

I always try to make what I consider a reasonable offer in terms of value, but not everybody values players in the same way.
Brutalkid

January 25, 2007 at 06:41PM View BBCode

Very good points dawgfan, nice post.

My next bit of advice has to do with minor leagues. As we know we get 2 improvement chances per game, and sometimes they go on minor leaguers that don't have any cp's on them. Here's a little clarification. Every player in the minors has an invisible cp attached to them, so a player with 5 cp's will get 6 improvements for every one that a player with 0 cp's will get. Of course who gets the cp's is random, this just relates to the odds of getting improvement chances.

Here's where the math comes in. Every team plays 162 games in a season and gets 2 chances per game, that's 324 improvement chances that every team will recieve. If a team carrys 15 minor leaguers, you're looking at 15 invisible cp's and 15 aloted cp's or 30 possible places for improvement chances to go. If a player has 5 cp's on him plus the 1 invisable cp odds are he will get 6 of every 30 improvements or 20% of 324 which would amount to 65 +/- improvement chances in a season.
Now lets see how those numbers are affected if you have 25 players in your minors. 25 invisable plus 15 cp's is 40. A player with 5 cp's will get 6 out of every 40 improvement chances. That's 15% of 324 or 49 +/- improvement chances in a season. That's 16 fewer Chances! OUCH.

Remember cp's are random but I'd rather expect my player to recieve in the 65 range for improvements than the 49 range.

Good Luck all this season.

[Edited on 1-25-2007 by Brutalkid]
Rogerdoger

January 25, 2007 at 07:59PM View BBCode

I am just lovin' this. I have sent the link to this thread to a couple guys in other leagues for them to review. I think it is most valuable.

We should probably talk about what makes a player move up in grade. Hitters, it takes 56 improves over all, with 7 categories, needing 168 in total to move one full grade, and pitchers, 16 improves, to 2 categories, or 48 in total to move a grade. All those endurance improves do not affect a pitchers grade.

[Edited on 1-26-2007 by Rogerdoger]
Brutalkid

January 25, 2007 at 08:51PM View BBCode

56 x 3 is 168 by the way. ;)
Rogerdoger

January 26, 2007 at 02:09AM View BBCode

Originally posted by Brutalkid
56 x 3 is 168 by the way. ;)


hehehehe, ooops.

Corrected it!
Brutalkid

January 28, 2007 at 04:06PM View BBCode

Mentoring is a fairly new aspect to sim D. Every player is Assigned a Leadership value at age 28. A players mentor value is determined primarely from his leadership value and his talent. Playing time might effect it as well, I'm kinda fuzzy on that part. Anyway before mentoring was applied a hitter would get an improvement chance(ic) for every 10 at bats, so 500 at bats would get you 50 improvement chances(ic's). Now with the mentoring in place a team with lots of mentors in the lineup will see a higher rate of ic's, A team with one A mentor or a couple of C mentors will have you real close to the base of one ic for every 10 at bats. A team with no mentors in the starting lineup might be down to about 70% so a player with 500 at bats would get closer to 35 ic's. If you Cross check some of the Chigago Boltz 2039 ic's per at bats you'd see that they got ic's at about 80% of the base rate, that was with only one C mentor in the lineup. So I can tell you first hand that mentorship is definately worth paying attention to for any team.

When a lineup is changed the mentorship value will come up at the bottom of the page. You could tinker with your lineup and see how the mentorship grade changes. My best guess is that a C grade here would keep you at the base rate of 1 ic for every 10 at bats.
Right next to the mentor value will be a little ? with a circle around it.
There are ?'s all over this website and they give really sound advice on how Sim D works. I'd recomend that everyone reads all the little ?'s that they see.
Bench players will effect mentoring but not nearly as much as a player in the lineup.

[Edited on 1-28-2007 by Brutalkid]
dawgfan

February 05, 2007 at 05:25PM View BBCode

Here's a link to a thread that BleedRed put together which links a number of helpful advice threads. We've covered much of this ground already in this thread, but it's a valuable resource and it gives additional perspectives:

[url=http://www.simdynasty.com/oldforum-viewthread.jsp?tid=95371]BleedRed's helpful advice links[/url]
mattyb5000

October 08, 2007 at 09:48PM View BBCode

Brutalkid - I'm curious, in leagues you've been in that don't allow CPs, how do you typically approach mentoring your younger guys in the minors? Do you always try and stagger your guys being coached in the minors, so you have one at age 19/20, one at age 20/21, and a third at 21/22 who would then be promoted to the majors the following year? Thereby always having a continual cycle of new talent coming onto your team?
Brutalkid

October 08, 2007 at 11:24PM View BBCode

In leagues that don't allow cp trading you need to make sure at the start of a rebuild to trade for major league ready youth as well as draft picks. If someone trades for only draft picks in ANY league they will end up with a lot more youngsters than they can possibly train in the minors. The fix of course would be to trade off some of the draft picks, either for vets or future picks.

Personally I will always draft who I believe to be the best player I can get. If I find that my roster has 3 teenagers in my minors I know that I need to trade off my current draft picks. I will quite often project how long each player will spend in my minors and write it down. Most of the time I'll keep a pitcher in the minors through his 22nd year and a hitter through his 21st year. Based on this list I will determine how many, if any, picks I'll need in each of the comming up drafts. The Only Time I'll expect my draft pick to go straight to the majors is when I have a pick that will be one of the first 5 picks, and half of those players will need cp's. Bottom line would be to expect all draft picks will need cp's and plan from there...

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