The PBDL aims to create one of the most fun and engaging fictional baseball worlds utilizing the OOTP 15 simulation engine. Success in the PBDL will require solid financial management skills, a keen sense for talent evaluation, exceptional drafting, shrewd trading abilities, and outstanding roster management. Immersion and high competitive challenge will be driven by the following key traits of our league:
1) Active GM’s with high export rates. A lack of activity by a GM will prompt the search for a new GM very quickly in order to keep a team from deteriorating due to lack of attention.
2) The league will strive to create a challenging and engaging atmosphere from opening day to the last game of the regular season. The financial system is specifically designed to encourage teams to battle for every win whether or not they are still in the playoff race. Furthermore, with four of eight teams making the playoffs, most teams will be in the hunt all the way down to the wire.
3) The promotion/relegation nature of the league will drive a huge competitive challenge. In order to rise to the top of the PBDL, one must not only have success in bronze, but they must duplicate that success in the silver and gold leagues.
4) Complete control over your organization from setting the player development budget to hiring the coaches and trainers for your organization. Will you focus your precious cash on the on field product or the peripherals?
5) The regular season will be only 84 games in order to keep the action coming.GENERAL
The PBDL will be setup in a three league format, with one division and eight teams per division. The leagues will be arranged in hierarchical fashion so that Gold (GLD) is the top league, Silver (SIL) is the middle league and Bronze (BRZ) is the bottom league. The regular season will consist of 84 games. Each team will play a balanced schedule playing each of the other 7 teams within its league a total of 12 times (12*7=84).
Playoffs, which will include four teams per league, will consist of two rounds with no bye rounds. Both series will be in a best of 9 format.
Sims are 7 days each (with a couple exceptions) and are run on Sundays, Tuesdays, and Thursdays with exports due by 9:00pm ET. A Saturday sim will be added during the playoffs with exports due by 6:00am
(morning) ET. During the offseason, we will sim five days per week (Sunday, Tuesday, Wednesday, Thursday, Saturday). All exports due by 9:00pm ET, except for the Saturday sim which will continue to be due by 6:00am
ET.League Settings Overview:
Potential Ratings scale: 20-80
Other Ratings scale: 20-80
Overall Ratings (stars): Off
Designated Hitter: Yes
Payroll Cap: None
Cash Cap: No cap
Expanded Rosters: Yes (35)
Minor League Free Agency: No
Personality Ratings: Yes
Morale Ratings: Yes
Drug Suspensions: No
Free Agent Compensation: None
International Amateur Free Agency: Enabled
Visiting Team’s Gate Share – N/A (See financial section)Notable Rule Modifications:
• Pitcher Stamina – “Normal” rather than default modern day which is “Low”
• Default Rotation Size – Four
• Active Roster Size – 24 rather than 25
• Secondary Roster Size – 35 rather than 40 (this has limited affect either way since there’s no Rule V Draft)
• Number of Arbitration eligible years – 3
• Minimum service years for Free Agency – 6 Promotion/Relegation:
Promotion occurs for the bronze and silver team that finishes first overall in the regular season (ties will be broken by the scheduling of an extra regular season tie-breaking game) as well as for the team that wins the championship. If the team that takes first place also wins the championship, then only one team is promoted and only one team is relegated from the league above. The bottom one or two teams (depending on whether the first place team also wins the championship) in Gold and Silver get relegated.
Relegation tiebreakers will be as follows:
1. Best head to head record
2. Run differential
3. Coin FlipGAMEPLAYExports:
Team owners are expected to export, even when no changes are necessary. If a GM misses 3 exports in a row, he will receive an email inquiring about his continued participation in the league. If a GM misses 5 exports in a row, he will be removed from the league and replaced with a new GM.
The commissioner(s) reserve the right to adjust this rule on a case by case basis taking into account the circumstances of each case. A GM can post in the “Vacation Thread” in the forum in order to receive an exception from the above requirement. We understand that everyone has a busy schedule with responsibilities to attend to; all the commissioner(s) asks is that any absence from league activity is communicated ahead of time.Schedule (dates are approximate):
Note: Waiver/DFA time is adjusted to 15 and 28 respectively for the off-season
OS Sim #1 – Sim to Mar. 12th; Arbitration, option contracts & final contract extensions (no player waivers allowed during this sim; waived players will be released)
OS Sim #2 – Sim to Mar. 17th; Begin signing free agents; Draft pool revealed
OS Sim #3 – Sim to Mar. 24th; Continue signing free agents
OS Sim #4 – Sim to Apr. 4th; Continue free agency signings
OS Sim #5 – Sim Round 1 of Draft; Fill out your first round draft list
OS Sim #6 – Sim Round 2-3 of Draft; Fill out your second and third round draft list
OS Sim #7 – Sim Round 4-12 of Draft and sim forward to April 14th; Fill out draft list for rounds 4-12; continue signing free agents
OS Sim #8 – Sim to Apr. 24th; Continue free agency signings; set your player development budget for the upcoming season
OS Sim #9 – Sim to May 4th; Continue free agency signings
OS Sim #10 – Sim to May 16th; Spring training sim 1 of 2
OS Sim #11 – Sim to May 29th; Spring training sim 2 of 2
OS Sim #12 – Sim to June 1st (Opening Day)
Note: Waiver/DFA time returns to 8 and 14 respectively for the regular season
RS Sim #1 – Get those rosters down to 24
; Sims will continue 7 days at a time to the conclusion of the regular season.
Each round of the playoffs will be run over two sims. The first sim will encompass 5 games, the second 4 games.Legend:
OS = Offseason
RS = Regular SeasonWaivers & DFA:
Waivers will be set at 8 days
DFA will be set at 14 days
It is the GM’s responsibility to insure that a player on DFA is removed if the player has fewer days left on DFA than the upcoming sim. For Example…Player A has 3 days left on DFA and the upcoming Sim is 7 days in length, Player A must be moved to a Roster or released before the upcoming Sim or the following steps will be taken.
-The player will be placed in AAA.
-If a player needs to be placed on the 40-man roster to be assigned to AAA and there is no room on the 40-man roster, the player will be released.
-If the player refuses assignment to AAA, the player will be placed on the Active Roster. If there is no room on the Active Roster, the Player will then be released.Disable List (DL):
During the regular season, after a player has 0 days left on the DL (‘None’ listed for Time left on DL) and is completely healed (‘None’ listed for Injured time left) he must be removed from the DL immediately. Repeat violations of this rule can result in fines at the discretion of the commissioner.Contract Extensions and Free Agents:
A player’s salary must be for the same amount every year of the contract. Example: A three year contract for $1,200,000 must be $400,000 per year. Violations of this rule will result in a 3 point reduction in fan interest per violation and the violating contract(s) will either be voided by the commissioner or modified to even out the salaries at the commissioner's discretion.
Please note that while you ARE allowed to offer contract incentives, they must be REASONABLE, keeping in mind that we play an 84 game season. In other words, offering someone an incentive for achieving 600 plate appearances is NOT reasonable. As a general rule, 100 IP's or less for starting pitchers and 300 plate appearances for batters are reasonable maximum's. Vesting options should be treated with the same "reasonableness" approach. Hopefully we can all just self police ourselves on these, if it becomes a significant issue, more specific guidelines will be enacted. The commissioner(s) reserves the right to adjust or void contracts if they are abusive. Violations will result in a 3 point reduction in fan interest per violation.
Free agents may not be signed once the regular season has concluded until free agency re-opens on March 1st. Players signed during this period will be released by the commissioner.
The maximum length of contract extensions is capped at 4 years until the player reaches 5 years of major league service time at which point there is no cap on contract length. This rule applies only to extensions, not free agent signings. Signings that violate this rule will be reduced to the 4 year max extension length.Minor League Cap:
Total players in the minor league system (A, AA, AAA combined) is capped at 90 for each team. Minor leaguers who are both injured and on the disabled list as well as those players that are currently DFA do not count against the cap. You are allowed to exceed the cap during the off-season, but must be at or under the cap by opening day and through the remainder of the season. The cap will be checked after importing exports, but before the sim is run and penalty for violating the cap will be $50K per excess player.Trading:
Trades can be completed anytime between the start of the offseason through the trade deadline. In order to complete a trade, both players must post confirmation in the “Completed Trades” section of the forum. The trade will be processed BEFORE the completion of the next sim. Please see THIS
stickied post in the Completed Trades section for further detail.
- Draft picks cannot be traded
- Cash may be included in a trade.Draft Order:
The non playoff teams (aka the fifth through eighth place finishers) will have different chances to draft first overall. Note that the same relegation tie-breaking rules apply to the amateur draft. The lottery will be run as follows:
Each team is assigned a set range of numbers:
8th place: 0.01-1.5 ~15%
7th place: 1.51-4.00 ~25%
6th place: 4.01-7.00 ~30%
5th place: 7.01-10.00 ~30%
The random number that will be used will be the last 3 digits of the previous Dow Jones Industrial closing value marked from the day of the final playoff sim of the season. In other words, say the last playoff sim is run (2nd round) on a Sunday, the closing price on the Friday before would be used. If the closing price on that Friday was 13,075.22 then the last 3 digits would be 5.22, thus the 6th place finisher gets the 1st round pick.
The second pick will be selected in a similar manner but using the S&P 500 close instead. The rankings/odds for the 2nd pick will be broken out among the three remaining teams as follows
Worst team: 0.01-3.33 ~33%
Middle team: 3.34-6.66 ~33%
Best team: 6.67-10.00 ~33%
The third pick will go to the team with the second closest number to the S&P 500 close and the fourth pick will go to the only team remaining. International Amateur Free Agency:
Each year, approximately 20 international players will be released into the International Free Agent Pool on Aug 3rd. Once signed, they will be placed in your "International Complex," which is capped at 15 players. All three leagues will compete over this combined international amateur pool in a similar manner to the off-season free agent bidding process. The spending cap for each team will be $1 million. You may exceed this cap but will be penalized in your ability to sign players the following year (details of these rules are discussed in depth in game on the international amateur free agency screen). FINANCESPayroll Cap:
NonePlayer Development Budget:
Enabled - League wide average is set at $1,250,000. Remember to set this during off-season as you are then unable to change it until the following off-season.Ticket Prices
The average ticket price will be set to $0.00. You MAY NOT CHANGE THIS. The only source of revenue in this league is the commissioner inputted media revenue (which is based on two drivers as discussed below).Budget
There will be no owner controlled budget. The amount you can spend will be determined by the game engine solely based on the financial picture of your organization at the time of any signing/extension.Cash Max
Cash max is $10 million.Fan Interest
Fan Interest will not be manipulated manually; it will be controlled by the game engine based on your teams performance, contract signings, lost players, etc...Fan Loyalty
Fan Loyalty will be reset to average at the end of every season.There are two primary sources of revenue for each team:1. Performance Revenue
Performance revenue will be calculated based on a rolling five year cumulative weighted average. Points will be distributed for success in playoffs and your finish in the standings. The average point value will drive the performance revenue received. The most recent years performance will be given a 30% weight, 1 year ago 25%, 2 years ago 20%, and 3 years ago 15% and 4 years ago 10%.2. Fan Interest Revenue
There will be a bonus amount applied to the revenue calc above that will be based solely on the game driven fan interest calculation. However, since the high amount of playoff teams tends to skew fan interest upwards, fan interest revenue will be doled out based on the percentile you fall within. So say you have fan interest of 50, yet the league average is 78, this means you will receive a well below average allotment for fan revenue. The average fan interest for all teams is $1,000,000 and can range from a low of $500,000 to a high of $1,500,000
Here is how the points will be handed out (tiebreakers for non-playoff teams determined by same formula as relegation tiebreakers detailed above):
Here is how the points translate to total club revenue:
Here is how the fan interest amount relates to the bonus handed out:
And bringing it all together, here’s an example of a couple of hypothetical calculations:**This Constitution was inspired by the WBH, CDL, FCB and FOBL. **