Story of the DDB
Dog Days Baseball is a fictional league that began in 1945. The date is
not significant in terms of the style of baseball being played -- the history
of this league is in no way intended to replicate the history of actual major
league baseball. Even the nation and the cities are totally fictional.
The DDB has 24 teams in two leagues each containing three divisions of
four teams each. Expansion or contraction is not expected, but cannot be
totally ruled out.
Human owners took control of teams in 1953, after a significant amount of
player and team history had been established.
Basic Game Settings
Importing and Exporting the Online League File
Spring Training, Organizational Goals, and Owmer Points
Ammy Draft and Sandwich Picks
All Star game, Annual Awards, and Hall of Fame
Playoffs and Kennel Cup
Negotiating Player and Personnel Contracts
Distinctive City Advantages
Making and posting player trades
- You need a copy of the current version
of OOTP, and you should be willing to install the patches soon after
they come out. You must also be willing to buy the next version of OOTP
when it goes on sale.
- You need not be an OOTP veteran, but
you should have played enough to know how the game works.
- You must have significant time to
devote on a steady basis. It is death to a league to have a bunch of
In addition to the above, the
following would disqualify you from participation in the DDB League:
- Cheating, including (but not limited
to) collusion or any attempt to control more than one franchise in the
- Non-participation, including neglecting
to turn in lineups, participate in drafts, or
answer emails. (If you are going to be unavailable for a few days, you
should use the in-game option to "go on vacation" and turn
control over to the AI.)
- Mistreatment of other people in the
league… Please treat other people the way you would want to be treated.
Although light-hearted banter is great, avoid running other GMs down. If
someone emails you with a trade offer, please respond. If someone makes
a one-side trade offer, assume that it was lack of insight and not an
insult... If I get complaints about the way you treat people that I
perceive as valid, I will let you know; if you do not fix the problem, I
will ask you to leave the league -- even if you are competitively a
- Financials on
- No salary cap
- Cash limit $100 million
- Current player ratings are as vague as
possible (1-5) to encourage the use of statistics rather than ratings.
"Other ratings" such as fielding range, morale, etc, which
cannot be observed statistically, are 1-10, as are potential, and scout
- No DH
- Position player fatigue in use
- Scouting on ; no coaches
- 40 man roster rule enabled
- Minor league options rule enabled
- Ghost players on in minor leagues
- Rule 5 draft enabled (done by email)
- Salary arbitration enabled
- June 1 ammy
draft -- we make the picks on the forum beginning in April
- Foreign players enter the league at the
default levels... International Amateur FA reveal date in early July
- Personality Ratings On
- Morale System On
- Interleague Play Off
- Wildcards On
- Playoff Length Round 1: 5 games. LCS and Kennel Series 7 games
sim 7 days at a time every Saturday, Sunday,
Tuesday and Thursday in the early morning. (In other words, lineups are due
late Friday, Saturday, Monday and Wednesday nights.) During the playoffs and off season, I try
to sim every day.
In general, I try
to keep the league moving. Delays tend to poison an online league.
and exports are normally done within the game engine. However, if you have a problem updating,
you can always do this outside the game engine – see the second link on the downloads page.
If you have a problem exporting, you can always email me the export
file from your imports exports subfolder.
OOTP spring training used to
allow a GM more control over the direction of his team. In order to allow some control over the way
the players are coached, each GM gets to state one organizational goal
each season. Possibilities include, but are not limited to:
Development of youth
Maintenance of veterans' skills
* The effects of your organizational goal start during spring training
and then continue throughout the season.
The impact of the organization goal is affected by a hidden rating determined
by the commish, based on (in order of weight):
- Luck (annual random roll) -- this is half
the overall variable!
- A significant bonus for a new owner
(players feel they must prove themselves to the new management)
- A small bonus for weaker teams, as long as
they seem to be trying to win (hungrier)
impact of your organizational goal will normally be subtle. Average would be
the equivalent of a skill/talent increase of 5 points (on the 200 point scale
used by the player editor) for three to five players per season. Very often,
the changes will not even cause your scout to report a rating change.
can you maximize the effects of your goal?
* Pick goals that fit the talent on your
team. If you have a team without
viable minor league SP prospects and choose “develop young starting pitchers”
then the best you will probably get is a couple guys who top out in AAA
instead of AA.
* Avoid goals that include only a very
few players or an artificial list of specific players. This very much lowers the chances of
getting more than one “result” during the season.
* Avoid goals that include half your
organization. This lowers the probable size of the “result” although it does
increase the chances of some player being affected… The sweet spot is probably a naturally
occurring group of players that is about 15-30 players in size… Examples:
Batting eye for hitters on the 40 man roster
Control for minor league starting pitchers
Development of top 20 organization prospects
* Post prior to spring training At
least one effect is guaranteed early in spring training… except for teams
that have not posted an organizational goal
Don’t give up just because you don’t see big results. The luck rolls may work against you one
year but then go your way big time the next season
- The amateur drafts are conducted on the
league forum, and the ammy draft class will
be published as soon as the game engine allows.
- The draft is entered into the game engine on
- As soon as the ammy
draft has been scouted (but no sooner than March 1 so that free agent
sandwich picks are established), the commish
will set up the draft forum and a draft schedule. The time allotted to
make your pick will be longer for round one, shorter rounds two and
three, with rounds 4-10 done by in-game list. If your time expires,
the team after you may pick, but you do not lose your pick.
- It is your responsibility to be sure not to
take players already taken. If you are taking your pick later than
scheduled, this includes players taken with lower picks than yours,
which occurred during your delay.
- It is your responsibility to accurately
post first name, last name, and position.
- Sending lists does not work very well
because the commish cannot possibly be at
his computer for the many days that it takes to complete the draft. It
is generally better to make your pick when you get back to your
computer, even if a few other teams get to pick before you. During
round one, the picks go very slowly, and after round one, picking a
few slots down rarely makes much difference.
- At his discretion, the commish
will make "reasonable" (but not closely thought out) picks
for teams who are extremely late (days late) with picks.>
The draft order will be determined by the game
engine, except we use the following compensation system for teams that lose
significant players to free agency: 1)
All free agents signed for at least $50 million - a
comp pick is granted at the end of round one.
2) All free agents signed for at least $20 million but less than $50
million - a comp pick at the end of round two. 3) Teams signing
top free agents do not lose draft picks.
The game is simmed automatically.
and Kennel Cup
All games are simmed within the game engine, as usual. (No taking
control of your lineups for play-by-play). The games will be simmed on consecutive days, unless the Kennel Series
participants both decide they want to move faster.
The schedules are
Round 1: Day 1 two games, Day 2 three games
League Championship Series: Day 1 two games, Day 2 three games, Day 3 two
Kennel Cup: Day 1 two games, Day 2 two games, Day 3 two games, Day 4 final
game (but we generally move much faster, if both GMs are able to)
negotiations take place within the game.
Because any team
losing their scout would be at a terrible disadvantage in the off season, we
delay for a day at the end of the season to allow bids by email for scouts.
Any team may take part. Minimum bid is the scout's asking price,
all offers are for four years. A team
can bid on multiple scouts, but bids on everyone's first choice are compared
and processed before looking at anyone's second choice.
No contract incentive may be offered that is not realistic in terms of
that player's history.
For example, a player who has no history of being an above average successful
starting player cannot be offered an MVP incentive. A relief pitcher cannot
be offered an incentive for pitching 200 innings. No one can be offered an
incentive for 800 at bats. If any team develops a pattern of pushing the
envelope in the use of incentives, the commish
reserves the right to have that particular team get advance approval for
future incentives, and can void any particularly abusive contract.
(Hopefully it would never come to that.)
are not all created equally! There's more to a team than its nickname and
logo. Each team has its inherent strengths and weaknesses. You ignore these
at your own risk. For a rundown of the teams, see the bottom of the Cities of the DDB
- Trading is neither encouraged nor
discouraged. You may trade players, cash, or future draft picks (up
to three years in advance.) In theory, the commish
reserves the right to veto a trade in the best interests of the
league, but this would be rare.
- All trades must be posted in the proper
forum, with correct first and last names, positions and league
levels. If a draft pick is involved, it must be stated clearly:
(Example: "Red Willow's #2 pick in 1951", NOT "a #2
pick" or "my #2 pick next year")
- Conditional trades (depending on player
performance or team finish) are not allowed.
- Injuries and/or talent changes do not
affect a confirmed trade.
- Trades confirmed by the time lineups are
due for a sim are entered into the league
file after the games are run.
You may enter
into a renovation project in the off season. Such project must be announced
by the beginning of the free agency period. Possibilities include:
$3 million for each block of 1,000 seats, up to 65,000 seating capacity.
$8 million for each block of 1,000 seats, above 65,000 to a limit of 80,000.
$8 million dollars to alter the stadium ratings up to a total of 10 points
(could be one rating changed 10 pts, two ratings 5 pts., etc)
$20 million dollars and one level of fan loyalty to alter stadium ratings up
to a total of 20 points
$50 million dollars and two levels of fan loyalty to alter stadium ratings up
to a total of 30 points
Note that stadium alterations that work against defined team traditions
will also cause you to take a hit in fan interest.
You may do renovations no more often than every three years.
Logos and team nicknames
change team logos and nicknames provided that
- The name is in good taste
- The logo is in good taste
- You provide the logo (Keep in mind that it
will appear on the website in two different two sizes: 135 pixels
width x 122 pixels height AND 52 pixels width x 47 pixels height)
If you make a
change in nickname, you should leave that nickname for at least three
seasons. (This restriction is so that we don't get so many changes that teams
lose all identity.)
- Some teams receive "cheap
legendary" coaches. These are handled automatically by the commish. When such vacancies occur, the commish simply signs a coach very cheaply and
then edits the coach's rating(s).
- The commish, at
his discretion, may give a cash infusion or other aid to an ownerless
team, so as to make the next owner's position less daunting.
- Give some thought to your team's unique
advantages and disadvantages.
- Especially if you are not as experienced as
some of the other owners, be careful about trading. You can quickly do
your team damage that cannot be made up for many seasons.
- Don't put too much stock in the game
engine's star ratings for players.
- Draft picks are valuable. You trade them
off at your own risk. Good prospects already producing well at AAA
are even more valuable, especially if they are not yet 26. These guys
still have 2 seasons of $300,000 major league baseball in them, plus
3 more seasons you can hold onto them through arbitration.
- Think over your draft picks carefully.
Remember that these are the guys who will be starting in the bigs in a few seasons, and nowhere near all the
good players will come from round one.
- Scouting for the ammy
draft is never a sure thing, even if you have a top notch scout. In addition to the scout’s opinion,
savvy drafters also look at: OSA scouting, and the in-game email
listing the top players in the draft.
However, the best indicator – even better than your scout’s
opinion – is the player’s performance in high school or college. This is not realistic, but it is so
accurate, you might even consider it an exploit. (Just don’t try to compare college
stats to high school stats.)
- The market value for relief pitchers is
usually somewhat low. Beware of trading a position player or starting
pitcher for either a closer or middle reliever. In particular, don't
give up too much for a reliever based on his recent performance
- You'll get a lot further in your trading
(and avoid angering people) if you avoid the kind of offer where you
say, "I want player X. Make me an offer." Put together an
offer which shows about how much you are willing to trade for the
- Stadium ratings, city advantages, and
organizational plans all have subtle but very real effects. The trick
is to get them to add to each other, rather than spread the advantages
around thinly. For example, if you have a city advantage for
developing shortstops and a park favoring right handed contact
hitting, you might draft/sign some extra right handed hitting
shortstops, then make your organizational goal "right handed contact
hitting" or even "infielders' right handed contact
hitting." With a little time and luck, this strategy should
leave you will a very good starter plus, hopefully, guys to trade.
- Conversely, don't waste your advantages by
having practically no such players on your roster. I won't name
names, but I have applied bonuses some years, only to find that the
team's organization is almost empty of any such player.
- Also, do not expect city advantages, player
attributes or organizational goals to turn rejects into productive
players. The ideal targets are the many, many players who are almost
good enough to help a major league team. You can often turn a backup
type into a productive starter, but you won't turn a 28-year old who
cannot compete in AAA into a good major league player.
- Don't forget about fielding! Many a weak pitching staff has been
turned around with a rangy center fielder, an excellent shortstop,
and a catcher with a high rating in "catching ability."
- Smart traders (and FA signers) seek out abused
players. Pitchers who have suffered from weak fielders, hitters
underperforming in pitchers' stadiums, left handed hitters who
perform much better against righties but have been pushed into the
lineup against a lot of lefties, etc.
- Don't underestimate the value of a player
with a high rating in "bunting for a hit" -- but remember
to utilize this in your team strategies, or it will do you little
- Speaking of team strategies, use those
settings. Your manager's pitching choices can be greatly affected by
a combination of pitch count and hook setting. Similarly, it is
unlikely that all your players should be stealing and bunting with
the same frequency.
- When comparing average players, don't
forget outfield and catcher arm and base running instincts. Outs
while baserunning have a pretty good chance
of turning a game.
- Consider using the seven day lineups. Among
other things, this allows you to 1) decide when to give rest days to
starters, 2) adjust your batting order when you give a big hitter the
day off, and 3) make sure your best players are in there against your
most important opponents.
Savvy GMs even make adjustments based on the weaknesses of
upcoming starting pitchers.
- Put some time into managing your minor
leagues. You want to fill up the teams with guys who could, with a
talent bump or two, become productive players... not over-aged slugs
with no prayer of ever reaching the bigs. You want to teach players new positions.
You want to name backups and avoid exhaustion which leads to injuries
and resultant talent drops. And you definitely want to keep an eye on