BASEBALL MOGUL 2004 USER MANUAL
table of contents
II. PLAYING THE GAME
III. TEAM MENU
a. Lineup Dialog
b. Pitching Dialog
c. Defense Dialog
d. Strategies Dialog
IV. PLAYERS MENU
a. Free Agents
c. Find Players
d. Trading Block
e. Hall of Fame
V. NEWS MENU
g. Play by Play
h. Box Scores & Game Recaps
VI. BUDGET MENU
a. Tickets Dialog
b. Concessions Dialog
c. Broadcast Dialog
d. Expenses Dialog
VII. LEAGUE MENU
a. City Editor
b. League Editor
c. Stadium Editor
The pennant race is heating up! Your team is four games behind the division leaders, with most of the season behind you. The trading deadline is almost past, and now you have to decide -- what is the best way to get to the playoffs? Should you pay top dollar to acquire another starting pitcher? Would a new slugger do the trick? Or can your current players handle the sprint to the finish on their own?
Welcome to the high-pressure world of baseball management! In the back room, your decisions mean the difference between going to the postseason and going home for the winter. Can you build a championship-winning team while you manage the finances, too? It's up to you to find the best players, keep your fans happy, and build your baseball empire.
Take control of your favorite team -- with the real roster of big league players -- and show the world that you've got what it takes to be a Baseball Mogul!
The Object of the Game
The game begins ... with a 25-player roster. You also start with a minor league system with extra players you can call up to your ball club should the need arise.
As General Manager (GM), your job is to build the best lineup of players to take your team to the Championship Series. You can make complex player trades and sign players to multi-year contracts as you build your team, but you'll have to compete with other team GMs, and negotiate with the players' agents.
If your new players are good enough, have them join your team right away, otherwise send them to your minor league franchise for training and improvement. Then, as the season progresses, you choose which players stay in the big leagues, which ones get sent down to the minors, and which ones get released or traded.
As GM you also have to manage all the finances for your ball club, making sure that the team doesn't go bankrupt. Raise revenue for your team by setting the price of concessions and tickets and selling the TV broadcast rights. Manage your team's expenses by setting the budget for your farm system, player scouts, medical staff, and player payroll. But be careful, because fans can be fickle if your team doesn't win or if your tickets become too expensive.
Your involvement as GM does not stop in the team's front office -- you also help to manage your team on the field. You set the starting defense, batting order and pitching rotation for your team. Of course, once a ballgame starts, you retire to the luxury box and its up to your team's coaches and players to get the win. A powerful game engine simulates each at-bat of the game based on historical stats and real player performance, assuring you the maximum realism possible.
Multi-Season Career Manager
Baseball Mogul is designed to help you manage your team over many simulated years. Manage your team one day at a time, or let the computer simulate weeks or months at a stretch so you can play for virtual years or decades. As your players age, their abilities will peak and decline, while fresh new rookies will join your ball club. Don't forget to build your teams for the long term, rather than spending all your money on free agents this season.
Watch your team rise and fall in the standings, watch your bank statement, and read the news stories to stay on top of what's happening with all the ballclubs in both leagues.
If you pick the right players, manage your finances well, and stick to a winning strategy, your team may win the Championship, and you too may become a Baseball Mogul!
When you start Baseball Mogul you will be presented with the splash screen. Here you will have the option to:
Start a New Game of Baseball Mogul
Resume a Previously Saved Game
Visit Baseball Mogul online, our website on the Internet
If this is your first time playing Baseball Mogul you will want to choose "Start a New Game of Baseball Mogul".
Loading Player Data
... [T]he Baseball Mogul CD [Baseball Mogul 2004] includes a separate database containing over 100 years of baseball history. Each time you start a new game, you can select which year you would like to start play. The default year is 2003 but you can choose any year going back to 1900.
New Game Screen
This screen lets you pick which big league team you want to control. Choose your favorite team or try a different team for a new challenge. Large market teams like Los Angeles and New York have more financial resources, and tend to get to the postseason more often, while managing a small market team like Kansas City presents a bigger challenge. Don't forget to set your user name and difficulty level.
Shuffle Players -- Randomly assigns the players to the teams before the game starts.
Simulation Mode -- Makes the game less random, allowing more accurate simulation.
Equalize Cities -- Gives all teams a similar fan base, so no team has an inherent advantage over the rest. You may wish to use this feature in conjunction with Shuffle Players so that the teams will also have similar payrolls when the game starts.
Draft Players -- Start your game with a Fantasy Draft. This puts all database players into a common pool and lets teams take turns selecting players for their teams.
Baseball Mogul 2004 has extensive help built into the game. If you need more information about a game screen, just go to the help menu. There you will find context-sensitive help files that will tell you about whatever screen you are currently looking at.
Because of this extensive help capability, this user manual will describe the game menus and the available screens, and let the Help Files describe more detailed game functions.
PLAYING THE GAME
To start a game of Baseball Mogul, click the 'Start a New Game' button in the Baseball Mogul startup screen. This will bring up the New Game Dialog. For more information about the new game options in Baseball Mogul, check the Advanced Options section.
1. Set up your game with the New Game Dialog
Select difficulty level: Fan is easiest, Coach is moderately challenging, Manager is tough, and Mogul is extremely difficult.
Select your city and entire your team name at the top. Then, add your name. This will be the name shown if you reach the Mogul Hall of Fame.
Hit 'Play', and the first season schedule will set up.
2. Make changes to your team through the menus
You can control lineups, bullpen, trades, free agents, scouting reports, and budgets through a series of menus.
The Team menu lets you alter your lineup, pitching roster, defensive roster, as well as viewing other teams' lineups.
The Players menu lets you search for specific players, scout and sign free agents, propose trades with other teams and check any new inductees to the Player Hall of Fame.
The Budget menu allows you to control your expenses and revenue. The Tickets Dialog lets you choose what price to charge for tickets, and the Broadcast Dialog sets what broadcast rights you'd prefer for your team. The Expenses dialog lets you set your scouting, farm system and medical expenses, and see how you rank among the other teams.
3. Once you've prepared your team, you can play a game, or a series of games with the 'Play' option. This allows you to run a day, week, a month, half a season, or even a whole season of games in just minutes.
Play Menu (one day / one week / one month / half season / entire season)
4. Check results of games through the News Screens
Each of the news screens gives different information about your team and others in both leagues.
The Headlines screen gives you highlights from selected games in a newspaper style format.
The Standings screen provides information that relates to the scope of the entire team. On this screen you can watch your team rise and fall through the course of a season.
The Leaders screen lets you know how your players are measuring up individually against all other players. Click on any player name to see his or her scouting report. Click on the header buttons to change the leader lists shown.
The Finances screen is a particularly important screen, as Mogul requires you to remain economically viable while working your way toward the championship games. Compare your financial information to other teams here. Click on the silver tab buttons to change the data displayed in each column.
5. Readjust your team through the menus, and play another game, set of games, or entire season.
6. Repeat steps 2 through 5 as much as you want. You can play your game into the next century, and beyond.
Although the newspapers every morning are plastered with stories of towering long balls and overpowering pitching, defense is a crucial part of the game of baseball.
1) Ensure every player has the appropriate skills for his position. If you have two first baseman with good offense on your roster, it is tempting to put one at another position to get them both in the lineup. But if it's not one of the positions he can play (shown under 'P' in the Defense Dialog), his performance will most likely be horrible.
2) Strong defense at the key middle positions is important. Your shortstop, second baseman and center fielder should have good range while your catcher needs a strong arm to throw out baserunners (and keep them from trying in the first place). Good offense can sometimes make up for mediocre defense, but these are the positions where outstanding defensive talent will really affect your winning percentage.
3) Round out your defense with the appropriate skills. Range is important in left and right field as is fielding percentage (because the batter will often get to 2nd or 3rd on an error). Excellent outfield arms will throw out 10 or more extra runners each year. A strong arm and good fielding average (above .960) means your third baseman can get in front of and convert a lot of hard hit balls into outs. Your first baseman should be a consistent fielder with a high fielding percentage (above .990 is good).
4) Make intelligent position substitutions. Sometimes you won't have strong players listed for all eight starting defensive positions, and you may wish to start a player out of position. If you do, be sure to use a player with related experience and skills. Outfielders are generally interchangeable, although a right or left fielder may not have the range to player center field competently. Infielders can also be moved around, with shortstops usually being the most flexible becaue they have the range of a second basemen and an arm sometimes strong enough to play third base. Choosing anyone except a catcher as your starting catcher position is just asking for trouble (in the form of many passed balls and stolen bases allowed).
Clicking on the position abbreviation buttons at the bottom of the Scouting Report will show the player's actual performance throughout his career at different positions.
5) Change player positions judiciously. If you have two good players at the same position, it is possible to switch one of the players to another position using the Change Position feature. This works best when moving a player from a more challenging defensive position to a less challenging one (e.g SS to 3B). Because changing a player's position can have a negative impact on his fielding ability, you are often better off trading your excess talent for players at positions where you are weak.
Setting Your Lineup
An important part of winning baseball games from a managerial perspective is effective management of your batting lineup and pitching rotation. Players with certain characteristics will serve you better in specific places in your lineup and rotation than they will in others.
Your batting lineup consists of nine slots, one for each position player and one for your pitcher or designated hitter. Most big league managers arrange the hitters in their lineups so that they follow this general pattern:
Batter #1 (Leadoff hitter)
Your leadoff hitter is essentially the catalyst of your team's offense. His job is to get on base any way he can, by drawing walks or making solid contact hits. He also provides a spark by stealing bases, moving himself into scoring position, and generally giving fits to the opposing pitcher. Thus, a good leadoff hitter will have high speed, eye, and contact values, as well as a high on-base average (OBA). Batting average is also important, but OBA is a better indicator since it also takes walks into account. With few exceptions, leadoff hitters generally don't hit for power.
The second hitter in your lineup is called upon to move the leadoff hitter along the base path. He can accomplish this with hits or sacrifice bunts, but will not walk as often as a leadoff hitter. Because the leadoff hitter will often attempt to steal bases, a swing and miss by the number two hitter could have the disastrous result of allowing the leadoff hitter to be thrown out. Therefore, contact and eye are the most important characteristics of your number two hitter. Often, the number two hitter will be the hitter on your team with the highest batting average. He may or may not hit for power; usually, he will only have average power numbers.
By the time your third hitter comes to bat, you will hopefully have a runner or two in scoring position. The third hitter needs to bring those runs home. Number three hitters will often hit for both power and a high batting average. A number three hitter will rarely walk because he bats in front of the cleanup hitter. Look for a player with above average contact and power ratings to fill this position.
Batter #4 (Cleanup hitter)
The cleanup hitter's job is to clean up the base paths by driving all base runners home. The cleanup hitter should have the highest power rating on your team. Cleanup hitters may or may not hit for batting average; often, they will have fair to mediocre batting average numbers and average contact ratings. Because cleanup hitters are so large, they are generally not fast. They also tend to have a high number of walks - after all, how many pitchers want to risk pitching to Albert Belle if they don't have to?
Ideally, your number five hitter will be just as dangerous to opposing pitchers as your cleanup hitter. If pitchers think they can walk your cleanup hitter and have an easy time with your number five hitter, they will. Therefore, your number five hitter should have better than average power numbers, and perhaps even a higher contact rating and batting average than your cleanup hitter. Remember, if your cleanup hitter fails, you'll be counting on this guy to get your runs home.
At this point, your first five hitters have hopefully gotten you some runs. There are many schools of thought on how the bottom half of your lineup should be arranged. Some managers like to arrange the bottom half the same way as the top half, so that the number six hitter would be speedy, followed by an excellent hitting seventh hitter, a reliable and versatile number eight, and then either the pitcher or whoever you've got left in the number 9 slot. In any case, the beginning of your lineup will almost certainly be more formidable than the end, but skill in arranging the bottom half can get you an extra run or two that may be the difference between a win and a loss.
Assembling Your Bench
Once your starters are picked, you only have 5 or 6 roster spots left for other position players. The most important feature of your bench is the ability to cover for any position player that gets injured. This means at least one backup catcher, one or more infielders and one or more outfielder. Utility infielders (with a position listed as 'IF' in the Lineup Dialog) and utility outfielders (listed as 'OF') are especially useful on the bench because of their defensive flexibility. Depending on your lineup, fill out your roster with a fast player (for pinch running) and a power hitter (for pinch hitting).
Another factor to consider when assembling your bench is player development. A young player will develop better in AAA than he will sitting on the bench in the majors. Often, a trade-off exists between the usefulness of a promising prospect as a backup, and the need to keep that player at the AAA level to maximize his development. For this reason, it's important to keep affordable veterans on your bench so that your promising rookies don't have to waste their time riding the pine. Pay attention to the scouting reports on players - they can help you determine the best make-up for your bench.
The Starting Rotation
Teams in Baseball Mogul employ a five-man pitching rotation. The pitchers in the starting rotation are expected to carry the team's defense into the late innings of a game. At that point, the bullpen takes over to finish off the opposing team, unless the starter is having an especially strong game, in which case he may stay on the mound to complete the game.
Ideally, your starting five will all have reasonably high endurance ratings. You want them to be able to get into late innings without tiring, and if possible, to complete the games they start. This will save wear and tear on the arms in your bullpen, which will in turn be able to give you more innings when your starters do need a rest. If some of your starting pitchers have lower endurance ratings than others, it's usually a good idea to start them in the number 3, 4 or 5 slots. For example, if you have two starters with lower endurance ratings, start them number 3 and number 5. That way, your bullpen will have a day in between working to rest.
Your number one pitcher, the staff ace, should combine the best of all worlds. He should be the pitcher with the highest endurance, power, control, and movement ratings on your starting staff. Your staff ace will pitch lots of innings and usually strike out a high number of batters (at or near one per inning pitched). More often than not, he will lead your team in wins. You want to put the pitcher your opponents will most worry about facing in the number one slot.
From there, experiment with the rotation. Baseball Mogul will try to use the first pitcher in your rotation as often as possible. So if your team has a day off, it is likely that your fifth pitcher will be skipped in favor of your ace. You can affect how often your #1 pitcher is used by adjusting the "Start on Short Rest" setting in the team's Managerial Strategies. If a pitcher in the number 5 slot is doing particularly well and you'd like to get more innings out of him, move him up in the rotation. Pay attention to warnings about how many days must pass before a pitcher is fully rested when deciding to move pitchers up and down in the rotation. A pitcher who is not fully rested will not perform at his peak. A pitcher that is frequently overused will have an increased chance of injury.
Arranging Your Bullpen
Your bullpen consists of six pitchers. The placement of the pitchers in your bullpen determines what role they serve on your team:
Slots 1 and 2: Closer / Short Relief
Slots 3 and 4: Middle Relief
Slots 5 and 6: Emergency Starters / Long Relief
Your closer (slot 1) comes in late in the game to overpower the opposing team. Closers will pitch few innings (typically no more than 1 inning per appearance) and usually only appear with the game on the line, trying to save the game for your team. Closers have very high power and movement ratings, and thus have a high number of strikeouts per inning pitched (sometimes as high as 2 K/IP). They don't work pretty, but they get the job done.
The short reliever or set-up man (slot 2) usually comes on between the starter or long reliever and the closer. His job is to get through the later innings (the 7th and 8th) before the closer gets in. If the team is losing, the short reliever may finish the game to rest the closer. Short relievers, like closers, tend to have better than average power ratings, but typically have better control than their fireballing companions.
The middle relievers (slots 3 and 4) are the unsung grunt workers of the pitching staff. They rarely get wins or saves. They pop into games when things go badly for the starting pitcher, whether the starter has been knocked around early and often, has suffered an injury, or simply tires early. While endurance isn't necessarily important for such a reliever, good control is a must. The middle reliever often comes in after the floodgates have been opened and the other teams is scoring runs in droves. If the middle reliever can hold the other team in check with steady pitching, the team's offense has a chance to pull the team back into the game.
Your two emergency starters (slots 5 and 6) are there to start games in case of injury to one of your starting five. You won't typically get a lot of innings out of your emergency starters, but they should have at least average endurance ratings so that your bullpen doesn't get overworked. The emergency starter role might be a good place to try out some of your Triple-A talent. You can promote and demote talented minor leaguers to give them some big league innings without rushing them into the rotation.
Experiment with your bullpen arrangement to find out what works best for your team. For example, a closer might perform better with a solid short relief man pitching ahead of him. Or you may find that your average short reliever makes a superior closer. Finding the right chemistry between your bullpen pitchers and their roles can make the difference between winning and losing in many games during the season.
Once you sign a contract, you're stuck either keeping the player or buying out the contract. You can't just release him to free yourself of the financial burden. So look before you leap. If money is tight and you have a strong rookie able to replace an expensive star, consider his demands carefully.
Your Farm System
The money you put into your farm system increases both the number and quality of recruited minor leaguers. Extra money in your farm system is usually a good investment. Even if your minor leaguers don't find their way onto your team, if you have promising talent you can always trade it away for seasoned players.
The number of new minor leaguers appearing each year at the AAA level is also affected by the number of players already being groomed at the AAA level. The more prospects using up resources at the AAA level, the fewer prospects that will be able move up from the lower minor leagues. A good rule of thumb is to keep no more than your best 12 minor league batters and 9 minor league pitchers within your system. Any more players than that can be traded or released.
Making Some Quick Cash
There are times when, despite your best efforts to be profitable in the long term, you need some quick cash to land a quality free agent or keep from going bankrupt during bad times. Here are some tricks of the trade:
1) Sign a Pay TV Contract
2) Sell talent
3) Raise ticket prices
4) Trade expensive players
The Team Menu gives access to lineups, bullpens, defensive configurations, and individual managerial strategies, for any team in the league. Click on each of these links to find out more about each dialog.
View Other Team
This features allows you to take a look at other teams' lineups and players. You can also select other teams from the upper left section of each Team Dialog.
This feature tells Baseball Mogul to halt the simulation if any of your team's players are significantly injured. Although the Baseball Mogul engine will automatically replace injured players for you in the lineup or pitching rotation, this feature gives you greater control in your team's response to injuries.
To use this feature, open the Injury Contingency Dialog and click the check box. Then type a number in the edit box. This number is the length of time that a player on your team must be injured in order for play to be halted. For example, if you type '14', Baseball Mogul will automatically stop play if one of your roster batters or pitchers recieves an injury that will require 14 or more days to heal. Additionally, a message box will be displayed telling you which player was injured so you can easily make any adjustment you wish to make.
The Lineup (Roster) Dialog displays all players on one team (or for an entire league, or the entire database).
The stats displayed are entirely up to you, as is the order in which the players are sorted.
The column headings stats displayed are entirely up to you, as is the order in which the players are sorted.
As with other Team Screens, to change the starting lineup and bench players for one team: To choose which team is displayed, click on the 'Team' dropdown listbox in the upper left, and select a team. To select which stats are displayed for each player, click the 'Season' listbox and select 'This Season', 'Last Season', 'Career', or 'Minors'. The 'Career' setting will show cumulative career batting totals for each player.
[In Commissioner Mode, you can also display 'Predicted' stats. This will show the computer's projections for this player for the upcoming season.]
This dialog box is also used to alter the starting lineup of any team that is human-controlled:
Using the Up and Down buttons, you can move players within the lineup, or between slots on the bench.
The Auto-Sort button uses the computer AI to set your lineup, defense and bench for you.
The Swap button lets you bring players from your AAA team or bench up into the batting order.
The Release button lets you release players completely from your bench. You must buy out the remaining contract of any player you release. You cannot have less than 14 batters and 11 pitchers on your team. Most teams carry about 25 batters and 20 pitchers (including both major and minor leaguers).
The Starting Lineup section shows your 9 starting players, in the order that they will bat during a game. In leagues using the DH, your starting pitcher for that game will bat in the ninth spot. The following stats are displayed for each player:
P = Position
Avg. = Batting Average
HR = Home Runs
OBA = On Base Average
SB = Stolen Bases
For players in the starting lineup, the 'Position' field indicates the role the player is currently assigned to. For bench players, one or more position abbreviations are shown to indicate where the player is suited to play.
The Bench Players section shows all position players not in the starting lineup. It is important to have the right players on the bench to fill in at all of the positions in your lineup. For example, if you don't have someone who can play catcher on your bench and your starting catcher becomes injured, the computer will have to put a non-catcher behind the plate and your team's performance will suffer (this will be reflected most clearly in the number of passed balls and errors by the substitute catcher).
Bench players are also used during the game as pinch hitters, pinch runners, and defensive substitutes.
Players listed with '(AAA)' are not part of your bench. Instead, these represent players in your AAA minor league affiliate. The stats next to their names (if any) show their performance at the major league level. To see how well a player is faring in the minors, select him and click on the 'Scouting' button. Or, select 'Minors' at the top of the Lineup Dialog to see minor league stats in the current season for all players.
The Pitching Dialog displays the starting rotation, bullpen, and minor league pitchers for any one team. To choose which team is displayed, click on the 'Team' dropdown listbox in the upper left, and select a team. To select which stats are displayed for each player, click the 'Season' listbox and select 'This Season', 'Last Season', 'Career', or 'Minors'. The 'Career' setting will show cumulative career pitching totals for each player.
The Pitching Dialog also lets you the pitching rotation and bullpen arrangement of any human-controlled team. The first five positions on the screen are your starting rotation. The second six positions are your bullpen. Each position is defined below.
The statistics shown for each pitcher are:
ERA = Earned Run Average
IP = Innings Pitched
K = Strikeouts
BB = Walks
W = Wins
L = Losses
S = Saves
Using the Up and Down keys, you can move pitchers around in your lineup. To get more detailed statistics, you can highlight a player and hit the Scouting button, or double-click the player. This will bring up the Scouting Report.
The Auto-Sort button uses the computer AI to set your rotation and bullpen for you.
The Swap button allows you to move pitchers between your starting rotation and your bullpen.
If you no longer need a pitcher, you can Release him into the free agent pool. Be warned, though; you'll have to have enough cash on hand to buy out his contract. This will cost exactly 50% of the remaining amount on the player's contract.
The Defense Dialog displays the defensive positioning and statistics for one team. To choose which team is displayed, click on the 'Team' dropdown listbox in the upper left, and select a team. To select which stats are displayed for each player, click the 'Season' listbox and select 'This Season', 'Last Season', 'Career', or 'Minors'. The 'Career' setting will show cumulative career totals for each player at the position shown.
This dialog box also enables altering the defensive positioning of any team that is human-controlled:
Using the Up and Down buttons, you can move players from position to position in your defense.
The Swap button lets you bring players from your AAA team or bench up into the main defensive lineup.
The Auto-Sort button uses the computer AI to set your lineup, defense and bench for you.
The Release button lets you release players completely from your bench. You must buy out the remaining contract of any player you release. You cannot have less than 14 batters and 11 pitchers on your team. Most teams carry about 25 batters and 20 pitchers (including both major and minor leaguers).
For computer-controlled teams, the buttons described above will be inactive. To edit computer-controlled teams, you must use Commissioner Mode.
The top listbox shows your starting 8 defensive players. The bottom listbox shows all the players on your bench, and on your AAA team.
The Positions column shows the positions that the player is capable of playing, in order of competence.
The Fielding column shows the player's Fielding Percentage at the position he's current playing (or his normal position if he's currently on the bench).
The Range column shows how the player's Range Factor at the position shown compares to the average value for the league. Range Factor is calculated by adding the total number of chances the player has and dividing by games played at that position.
The GS column shows the number of games started at that position for that player.
The Strategies Dialog lets you set a variety of strategic tendencies for your team throughout the season. These are not as important as selecting the right players for your team, but they do give you more control over how your players are used.
Hit and Run
The hit and run is a play designed to advance baserunners and prevent the double play. Like an attempted stolen base, the runner takes off with the pitch. But unlike the stolen base, the batter attempts to swing at the pitch and put it in play. If the batter misses the pitch, the runner is often thrown out (especially since the hit and run is executed with all types of runners, not just fast ones). If the batter connects, the runner is already most of the way to the next base. This will decrease the number of double plays, and increase the frequency with which the runner can take an extra base (such as going from first to third on a single). However, the hit and run frequently forces the batter to swing at bad pitches, thus getting him behind in the count and somewhat reducing his overall performance. To some extent, this disadvantage is ameliorated by a hole in the infield created when the shortstop or second baseman covers second base when the runner breaks from first.
Situation: The hit and run is normally executed with a runner on first (but not with the bases loaded) and less than two outs (when there is a double play threat). An average team calls the Hit and Run about 100 times per season. This is lower on teams playing with a designated hitter.
Strategy: The hit and run is best used by a team with good contact hitters where advancing the runners and staying out of double plays is a higher priority than simply waiting for the long ball.
A 'bunt' is an attempt to put the ball in play in the infield without swinging the bat. The sacrifice bunt is an attempt to use this strategy to advance one or more base runners. The batter is usually thrown out at first, but the runners are able to advance into scoring position about 85% of the time.
Situation: The Sacrifice Bunt is called with a runner on first (and/or second) and less than two outs. It is used most often in close games.
Strategy: Like the stolen base, the sacrifice is best used by teams without much power that need to manufacture runs. Generally speaking, players with good Contact and Speed ratings will be good bunters, while those with high Power ratings will be less effective. When executed by good bunting teams, the sacrifice can have other positive outcomes such as an infield hit or fielding error.
The Squeeze Play is a bunt with less than two outs and a runner on third base. Although the batter is expected to be thrown out at first, the runner on third will usually score on the play. The average team only calls about five squeeze plays per year, but the call can win or lose the game.
Situation: The Squeeze Play is called with a runner on third and less than two outs in a very close game where the runner on third is crucial to the outcome.
Strategy: Like the sacrifice bunt, the squeeze play is best used by low-scoring teams for whom one sure run is more valuable than the chance of a big inning.
This strategy affects the team's willingness to go for extra bases. The most common attempts at extra bases are: going from first to third on a single; scoring from second on a single; scoring from first on a double; and stretching a single into a double.
Strategy: Teams that hit a lot of home runs shouldn't risk baserunners by attempting to go for the extra base. Additionally, teams without much speed can do more harm than good by being aggressive on the base paths.
The average team attempts to steal approximately 150 times per season. About 85% of these are steals of 2nd base. This obviously varies with the speed of the team's players. However, it also varies with managerial strategy. The most aggressive teams attempt over 200 steals per season while the least aggressive attempt less than 100.
When considering the penalty for getting thrown out, a statistical argument can be made that attempting to steal with a success rate of less than 65% is actually counterproductive. However, an argument can also be made that positive effects (such as distracting the pitcher, forcing errors and opening up the right side) outweigh some of the costs of being caught stealing.
Attempting the stolen base less will allow players to pick the best times to steal and thus increase overall success rates. However, such a team may not be taking full advantage of the stolen base.
Strategy: Teams with a lot of power, and/or those that play in power-friendly stadiums, should hold back on the stolen base and let their big hitters bring runners home.
"Tagging up" is the act of advancing a base on a fly ball caught in the outfield. The runner is allowed to leave his base when the ball is caught and must beat the outfielders throw to the next base.
Strategy: Since a runner is usually already in scoring position when the opportunity to tag up presents itself, the strategy is best used by teams that would otherwise be less effective in knocking runners in. In other words, teams with low batting averages and fast runners are best suited to an aggressive strategy of tagging up.
A pitchout is a strategy used by the defensive team with a potential base stealer on base. The pitcher throws the ball up and out of the strike zone where the catcher can more easily throw out the base stealer. Although the pitch is an automatic ball, if the runner is going there is a greatly increased chance the catcher will be able to throw him out.
An average team calls about 30 pitchouts over the course of a 162-game season, catching the runner going about 20% of the time.
Strategy: Pitchouts increase the number of opposing runners that are caught stealing, but also cause the pitcher to get behind in the count more frequently. Pitchouts are most useful for teams with a weak throwing arm behind the plate, but good control pitchers on the mound who can fight back from being behind in the count.
The intentional walk is a purposeful throwing of four successive balls by the pitching team in order to deny the batter any chance at swinging at the ball. It is used in situations when the pitching team would rather face the on-deck batter than the current batter. It is also primarily used in a situation where a runner is already in scoring position but first base is unoccupied. Furthermore, most intentional walks are called when the defense is ahead by just one or two runs and it is crucial to get out of the inning without allowing a run to score, even if the chances of a big inning are increased in the process.
Strategy: Opinions vary as the usefulness of the intentional walk: some managers rarely use it while others employ it over 50 times per season. By putting another runner on base it can often turn a small run-scoring threat into a big inning. However, by creating a double-play situation, the intentional walk can be put to good use by teams with a strong infield defense.
Like the intentional walk, the strategy to "Pitch Around" is an attempt to not give the batter a good pitch to hit. However, instead of simply throwing four balls, the pitcher attempts to 'nibble' at the strike zone, hoping to entice the batter to swing or get a few lucky strikes.
Strategy: Although an intentional walk does not tire out the pitcher, the decision to pitch around does require the pitcher to throw several more pitches. Thus, in comparison to the intentional walk, it is best used by teams with high endurance starters and/or a deep bullpen.
Bringing the infield in is a strategy used with a runner on third in a close game. By moving the infielders closer to home plate, the chance of throwing the runner out at home (or at least preventing him from scoring) on a ground ball are greatly increased. In return, the batter has an increased chance of grounding a single through the drawn in fielders.
Strategy: Low scoring teams are best off doing whatever they can to prevent the run on third from scoring while higher scoring teams should probably play the infield back in most situations to reduce the chance of a big inning. In addition, teams with excellent infield defense who don't bring the infield in have a better chance of getting out of a jam with a double play.
The strategy to guard the lines is a bit like the "prevent defense" in football (which some people argue simply "prevents" you from winning). It reduces the chance of an extra base hit, while increasing the overall chance of a base hit. It is used at the end of close games when the defense is willing to allow a single if they can reduce the change of the batter getting into scoring position.
Strategy: This varies with personal preference. Teams with good outfield range and arms are usually good at cutting down extra base hits, even without having to explicitly guard the lines.
On a throw to home from the outfield, the infielder acting as the "cutoff man" often has . The decision to increase cutoff throws (and also increase the outfielder's effort to actually hit the cutoff man) will reduce the number of outs at home but will decrease the number of batters that take an extra base on the throw. Cutoff throws will also occasionally catch the trailing runners by surprise and result in a tag out.
Strategy: Teams with excellent outfield arms are best off letting their fielders gun down the runners at home. Also, teams that play low-scoring games are usually more focussed on getting the runner at home than cutting off the throw.
The frequency of pinch hitter usage varies greatly by manager. Teams with a designated hitter can employ a pinch hitter anywhere from 75 to more than 200 times per season. On teams where the pitcher hits, this number is obviously much higher and can vary from about 200 times per season to well over 300.
Strategy: Pinch hitters are best used on teams with both a good pool of pinch hitters and enough defensive depth that the team is not unduly weakened by the replacement of a starting position player. In leagues where the pitcher hits, pinch hitters are most useful on teams with a strong bullpen that can keep a game within reach when the starter has been pulled for a pinch hitter.
Pinch runner use can vary from less than 20 times per season to more than 60 depending on the team and managerial strategy. Obviously, the decision to employ pinch runners is greatly affected by the availability of suitable runners.
Strategy: Pinch runners are most effective on teams that play tight baseball games that can be won or lost by a close play on the bases. Teams with a deep bench can employ pinch runners more frequently without being forced to field a weak team in the later innings of a close game.
Defensives 'subs' are used in the late innings of close games. Position players are replaced by bench players with stronger fielding skills but weaker offense. The use of defensive subs will be affected greatly by the available on the bench of suitable players. However, this strategy setting affect the frequency and the timing of defensive replacements. Choosing to use subs more will also lead to them being brought into a close game earlier (such as in the 7th instead of the 9th inning).
Strategy: Well-rounded teams with a variety of quality utility players and a strong bullpen are best served by bringing subs into the game. Teams that tend to allow a lot of runs late in the game may find themselves needing to catch up after having already replaced their best hitters.
Start on Short Rest
For most teams there is a significant difference in quality between their ace and their #4 or #5 starter. Therefore, increasing the frequency with which your best starters take the mound on short rest will increase the average quality of the starting pitcher in any given game. The downside of this is that repeatedly starting on short rest will fatigue your top starters and increase their chance of injury.
Note: In the playoffs, the computer manager is much more aggressive about using pitchers on short rest. Unless the #4 starter is very strong, most teams will use a 3-man rotation in the playoffs. If you wish complete control over this, simulate the playoffs one game at a time and use the Push Buttons in the Bullpen Dialog to specify the next game's starting pitcher.
Strategy: Starting on short rest provides the greatest benefit to teams with a superstar ace but weak players in the bottom of the rotation. It has the least detriment when the team's top pitchers have a high endurance and aren't injury prone.
Pitch Through Jams
The tendency to allow a pitcher to 'pitch through jams' reflects a manager's tendency to leave a pitcher on the mound even when it appears that he is having a bad outing. Moving the slider towards 'MORE' will create managers that leave the pitcher on the mound through bad innings, assuming he will settle down. The reverse will cause pitchers to be pulled in bad innings, even if the pitcher isn't showing signs of fatigue yet.
Strategy: This depends greatly on personal preference. Some managers believe that a pitcher's effectiveness can vary greatly from day to day and therefore a pitcher should be pulled early if he's not being effective. Other managers believe that a few lucky hits aren't necessarily a sign of poor pitching and will therefore leave a pitcher for roughly the same number of pitches regardless of the number of hits and runs allowed.
High Pitch Counts
Letting your starting pitchers run up high pitch counts may cause fatigue or injury during the season, and can contribute to longer-term injuries. The average manager lets their starter throw more than 120 pitches about 15 times per season. But this varies widely by manager.
Strategies: Teams with weak bullpens often have to leave their starters in late in the game just to win ballgames. However, teams will strong bullpens and/or younger starting pitchers are usually better off limiting their starters to lower pitch counts (by moving the slider towards 'LESS').
Note: Coupling high pitch counts with frequent starts on short rest can greatly increase the wear and tear on a team's top pitchers.
The Players Menu lets you search for specific players, scout and sign free agents, propose trades with other teams and check any new inductees to the Baseball Mogul Hall of Fame:
Player Hall Of Fame
FREE AGENTS DIALOG
The Free Agents Dialog lets you view and sign any available free agent. All players are sorted by the salary they are seeking (in descending order).
To see a Scouting Report for any free agent, either hit the Scouting Button, or double-click on the player's name.
To sign a free agent, hit the Sign Button. This brings up the Contract Offer dialog. If you agree to the terms set forth by the player (and his agent), you can sign the player. He will be added to your group of AAA players. Use the Lineup Dialog, Defense Dialog or Pitching Dialog to move this player onto your active roster.
For information on changing the column headings (and sorting players), read the help file for the Roster Dialog.
As your players contracts expire, you can choose to accept their offer to re-sign, or you can send them to the free agent pool. Often, a player you release will be signed by another team before they reach the free agent pool.
Click on a player, and the Rumor Mill will show how close that player is to signing a contract with another team. Players that are close to signing a deal will be gone within a day or two. On the flip side, players that aren't in serious negotiations will usually spend some more time on free agent list -- with their asking price dropping as the days tick by without a contract offer.
The Rumor Mill is most accurate on the Fan (easiest) difficulty level and least accurate when playing on Mogul level.
Setting Up a Trade
First, choose the team that you wish to offer a trade to from the drop-down list box in the middle of the dialog. When you pick a team, the list of players below the team name will change to reflect your choice.
To put together a trade offer, click on a player that click the Add To Deal button above that player's team. Alternatively, you can just double-click on a player to add him to, or remove him from, a trade offer.
If you would like to add money to the deal, click the arrow buttons next to edit boxes to the right (to increment the amount in millions of dollars). The computer will not let you set a monetary figure in a trade that is higher than the amount of cash the team currently has.
Proposing a Trade
To see if the opposing owner will accept the deal, hit Submit Offer. The other team's owner will respond, either accepting the deal or letting you know how reasonable he considers the deal to be. If he declines your offer, click the 'Hint' button to get a description of that team's needs. Building a trade offer around these needs will increase the likelihood of your offer being accepted.
[Hint: You can always find out what an owner is looking for by offering him nothing in exchange for one of his players. When he declines the offer, click the 'Hint' button to get an idea of what he's looking for.]
Getting a Counter Offer
If the other owner turns down your offer, you can ask for a Counter Offer in return. Click the "Get Counter Offer" button to ask the opposing owner to add players to the deal until he finds it acceptable. The owner will not remove any players from the trade offer, and will not alter the amount of money that you proposed to change hands. Within those parameters, he will try to craft the fairest possible trade that he would accept. If this is too difficult he will let you know that he is having difficulty building a trade involving those players at which point you should start from scratch with your negotiations.
To clear an entire trade offer, simply click the 'Clear Offer' button.
You can involve up to 15 players on each team in the trade, but be sure to fill your roster and readjust your lineup after making trades so that you can field a complete team come game time!
Balancing the Trade
To save negotiation time, you can let the computer balance the points for any trade offer. Just fill in the players and click "Balance Points" and the other team will tell you how many points he will contribute (or demand in return) in order to consider the trade a fair trade.
Scouting the Players
In many parts of Baseball Mogul, double-clicking on a player's name with bring up that player's Scouting Report. For ease of use, double-clicking a player in the Trade Dialog instead allows you to quickly add or remove players from your trade offer. If you wish to view the Scouting Report of a player who's listed on the Trade Dialog, click on the name and hit the 'Scouting Report' button next to the relevant player list.
FIND PLAYERS DIALOG
This dialog allows you to seek out players using a variety of criteria. Once you've found a list of players that meet your needs, you can use the trade dialog to try to sign them. Select a player and hit the 'Go Get' button. This will bring you straight to the Trade Dialog (or the Free Agents Dialog if the player is a free agent).
For pitchers, you can search for players with a minimum specified number of Starts, Innings, Wins, Saves, ERA, and Strikeouts. Position player searches can be based on the following criteria: Batting Average, Stolen Bases, Walks, Fielding Average, Home Runs and Games Played.
You can also search the database using the name of a player, or just a partial name. For example, a search for any player position named 'John' will not just reveal John Smith, but also players like Jim Johnson. The search is not case sensitive. You can also limit the age and salary of the players you are seeking.
Once you've found the player you're looking for, you can bring up the Scouting Report by hitting the Scouting button, or by double-clicking on the player.
For information on changing the column headings (and sorting players), read the help file for the Roster Dialog.
TRADING BLOCK DIALOG
The Trading Block lets you pick one or more players from your team that you would like to trade, and solicits offers from all the teams in the league.
Setting Up The Trading Block
As with a normal trade offer, put players from your team on the Trading Block by double-clicking them, or by selecting them and clicking 'Add To List'. If you would like to sweeten the offer to other teams, you can add points to the deal.
Don't worry about adding players or points you're not sure about losing. The Trading Block doesn't commit you to any specific offer -- it just tests the market.
When the Trading Block is setup, choose the type of players you would like in return and click Get Offers. The computer teams will spend some time thinking about their offers for your players, and the Trading Block Dialog will show you the ten best such offers.
To discuss an offer in more detail, double-click on that trade offer in the list.
PLAYER HALL OF FAME
When any player retires, a collection of Baseball Mogul sports writers vote to decide if that player is elected to the Baseball Mogul Player Hall Of Fame. Any player that receives approval from 75% or more of these artificially intelligent writers earns a place among the all-time greats of the game. You can view this list through the Players Menu option at the top of all Baseball Mogul screens.
To view a Scouting Report for a retired player that has been elected to the Hall Of Fame, double-click on the player, or select the player and click the 'Scouting' button.
Note: Even though players are elected immediately after retirement, they are given a year of induction reflecting a required 5-year minimum delay between the time a player retires and the time he enters the Hall Of Fame.
The News Menu changes what data is displayed in Baseball Mogul's main window. Each of the following News Pages is interactive: clicking on buttons and player names will change the data displayed, or call up more detail.
The Standings Screen provides information that relates to the scope of the entire team. On this screen you can watch your team rise and fall through the course of a season.
The Finances Screen is a particularly important screen, as Mogul requires you to remain economically viable while working your way toward the championship games. Compare your financial information to other teams here. Click on the silver tab buttons to change the data displayed in each column.
The Leaders Screen lets you know how your players are measuring up individually against all other players. Click on any player name to see his or her scouting report. Click on the header buttons to change the leader lists shown.
The Headlines Screen gives you highlights from selected games in a newspaper style format.
The Calendar Screen displays your schedule by month. As games play, the screen updates to show results. By clicking on the right and left arrows at the top of the screen, you can quickly scroll through your schedule to see when you'll be meeting tough competition, or how many games you have left in the season. Black squares denote away games, and tan squares denote home games.
The Playoffs Screen shows the teams that advance to the playoffs each season, and the results of each playoff round.
The Standings Screen is found in the News Menu. This Screen shows your team in relation to your division.
Your team is shown capitalized, and it's line of statistics is highlighted in yellow. As you rise and fall in the standings, your team's display will move relative to it's position in the league. As teams are knocked out of the running for the playoffs, their color will dim to a darker color.
Standard Display Columns
The first four columns of the Standing Screen always show the same four stats: Won, Lost, Pct. and GB.
Adjustable Display Columns
The next four columns can switch between a wide variety of displays. By clicking on the button at the top of any column, you can customize your Standings Screen to show the data you think best suits your needs for assessing your team and the competition.
Settings available in the right four columns:
Last 10 = Record over most recent 10 games (expressed as Wins - Losses, such as '6-4')
Last 20 = Record over most recent 20 games
Streak = Consecutive Wins or Losses in a row
Home = Team's record at home this season
Away = Team's record away from their home stadium
Batting = Aggregate Batting Average of the entire team during this season
On Base = Aggregate On Base Average of the entire team during this season
Slugging = Aggregate Slugging Percentage of the entire team during this season
Production = Aggregate On Base Average plus Slugging Percentage
Home Runs = Total number of home runs this season hit by the entire team
Steals = Total stolen bases
ERA = The team's aggregate Earned Run Average
OBA = The team's aggregate Opponent Batting Average
OOBA = The team's aggregate Opponent On Base Average
OSA = The team's aggregate Opponent Slugging Average
QS% = Quality Start Percentage
Complete Games = The total for the team of Complete Games
SV% = Save Percentage
Fielding = The combined fielding percentage of the team
Defense = Defensive Conversion Rating
Runs Scored = The total number of runs scored by that team
Runs Allowed = the total number of runs allowed by your team
The Financial Screen is accessed through the News Menu.
There's more to baseball than just winning games. The financial pages allow you to track all aspects of your expenses, income, spending cash, and profits. Unlike the Standings Screen and Leaders Screen, the teams in each league are simply shown in alphabetical order. Your team is displayed in all capitals highlighted in purple. To toggle which league is displayed, click the raised tab in the lower right section of the screen.
Negative values for either profit or cash are shown in red. Any team that is "in debt" (has a negative amount of cash) is not allowed to sign players or execute trades that raise the team's payroll. If your team is in debt, you should take immediate action to get your team back "in the black". Similarly, if your profit for the year to date is negative, consider making changes (such as trading away expensive players, or cutting expenses) that will allow your team to at least break even over the long haul.
By clicking on the buttons at the top of each column, you can choose which data is displayed on this screen. All financial data is displayed in points. The values you can choose between:
Rating = This is your current Mogul Rating. If you have not yet completed a season, it will be zero.
World Championships = The number of World Championship wins you have.
League Championships = The number of league championship wins you have.
Playoff Appearances = The number of times you've reached the playoffs.
Average Salary = The average salary (in points) of one player on the team.
Total Payroll = The total payroll (in points) for all players on the team.
Average Age = The average age of a team's players.
Average Contract = The length of the average contract (in years) for each team.
Cash = Your cash on hand (useful for buying out contracts and sweetening trades).
Liquidity = Cash divided by Franchise Value.
Fan Loyalty = This number represents your fan loyalty in relation to other teams. It is most significantly affected by your team's on field performance in the most recent season.
Farm System = A letter grade showing the current rating for your farm system. This can be changed by altering your expenses.
Scouting = The quality of the team's scouting.
Medical Staff = The quality of the team's medical staff.
Avearge Attendance = The team's average home attendance for this season (in tickets sold).
Average Ticket Price = Your current average ticket price in relation to other teams. Use the Budget Menu to change this value for your team.
Revenue = The total revenue in the current season for each team.
Expenses = The total expenses in the current season for each team.
Profit = The total profit (revenue minus expenses) in the current season.
Franchise = The market value of the franchise (this does not include the team's operating cash). This figure is not used in the game.
Important: If you ever drop into debt (a negative amount of cash, shown in red) you will be unable to renew any contracts, or make trades that increase your payroll!
The Leaders Screen is accessed via the News Menu.
On the Leaders Screen, players are listed by rank. The first player in any category is listed at the top. The bottom spot is filled by the #10 player. Members of your team will appear highlighted in yellow.
The Season Button
The Leaders Screen can display leader lists for statistics in any of four different categories: This Season, Last Season, Career and Minors.
To toggle between these four choices, click on the yellow button in the upper left section of the screen.
The League Button
The Leaders Screen can also display stats from just one or both leagues. To toggle the leagues displayed, clic the large button at the top of the screen.
This allows you to compare performance of players throughout the leagues with ease.
List Header Buttons
To change any of the four leader lists, click on the buttons at the header of any list and select one of the following stats to display:
Offense: Batting Average, Hits, Doubles, Triples, Home Runs, Total Bases, Runs Batted In, Walks, Steals, Steal Success, Runs Scored, On Base Average, Slugging Percentage, Production
Pitching: Earned Run Average, Wins, Winning Percentage, Saves, Save Success, Strikeouts, Opponent Batting Average, Opponent Slugging Average, Opponent On Base Average, Runners / 9 Innings, Quality Starts, Quality Start Percent, Complete Games, Shutouts
General: Salary, Games Played
Click and Scout Interface for Leaders Screen
As you move your cursor over names in the Leaders Screen, you'll notice a small 'Scouting Report' icon. This means a scouting report is available for that player. If you click on any player's name, his Scouting Report will be immedately displayed.
The Headlines Screen is accessed through the News Menu. This screen shows news stories written about key games during the season. These stories are written by Baseball Mogul's proprietary SportsWriter system. The SportsWriter generates stories about the high points of games taking place and reports them in a newspaper style. By studying the information here, you can gain valuable information on possible trades, strengths and weaknesses of the competition and stay informed about other teams on a more detailed basis.
The system will only generate stories for events that pass a certain level of interest, such as a large trade or injury to an important player or that represent turning points for the various teams.
When a news story is written about a game, you can click the 'Box Score' button to see the game's box score, or click the 'Game Recap' button for a play-by-play summary of the game.
The Calendar Screen is found in the News Menu under Calendar. This Screen shows one month of games for the currently highlighted team. The team's updated record is shown in the upper left corner of the screen. To change the month viewed, click on the arrow buttons to either side of the month. To change the team viewed, click directly on the team's name.
Clicking on a game that has already been played will show the Box Score for that game. Right-clicking on a played game will display a written "play by play" Recap of the entire game. To choose which games are saved as text files, use the Options Dialog (found under the League Menu).
The Playoffs Screen shows the playoff tree for both leagues. Teams that qualify for the playoffs are listed on the left. The winner of each playoff round advances to the next section to the right. At the end of the playoffs, the team displayed at the far right is the world champion. The numbers shown in the far left column indicate each team's won-lost record during the regular season. For each playoff round, the numbers indicate how many games each team has won in that round of the playoffs.
If the Playoffs Screen is accessed during the regular season, it will display the playoff matchups if the season ended today.
PLAY BY PLAY SCREEN
The Play By Play screen lets you slow down the Baseball Mogul simulation and view games one at-bat at a time. To do this, choose the Play By Play page from the News Menu and then choose a number of days to play from the Play Menu. When using Play By Play mode it is recommended that you only simulate one day at a time because of the slow speed at which the games progress.
To choose which games are presented in Play By Play mode, and at what speed, use the Options Dialog on the League Menu. Note that game sounds are not played if the game is simulating too quickly. To hear game sound effects, use the Options Dialog to check the Sound Effects box and lower the "speed" setting for Play By Play.
While viewing a game in Play By Play mode, you have access to a variety of information:
The current batter for each team
Indicates any runners currently on base
The right side of the screen shows the current lineups. Click on the 'Lineups' button to toggle this list between displaying batters or pitchers. Click on the 'Game Stats' button to toggle between showing stats for the current game, or stats for the current season.
To view a Scouting Report for any player, click on that player.
The photo in the lower left portion of the screen shows the current batter.
The field diagram at the bottom center of the screen shows which bases are currently occupied. To identify which players are on base, look for this symbol () next to each runner in the lineup list on the right of the screen.
The field diagram also shows the dimensions (in feet) from home plate to the outfield fence.
Note: If you leave the Play By Play page while games are simulating, the game will automatically finish the game you are viewing and continue to simulate any remaining games at high speed.
BOX SCORES & GAME RECAPS
If a particular game mentioned on the Headlines Page piques your curiosity, you can view the box score or play by play by clicking on the appropriate button.
You can also view a Box Score or Game Recap from the Calendar Screen. A normal left-click on any completed game brings up the box score for the game. A right-click displays the game's play by play. If clicking on a day doesn't display the box score, then you can change the settings for which games are saved using the Options Dialog.
READING THE BOX SCORE
The box score summarizes the performances of individual players in a game. Unlike the game recap, which shows the game events in the order they occurred, the box score shows game totals for each player.
The Line Score
The first section of the Box Score is the line score. This shows number of runs scored by each team in each inning. To save space, the number of runs scored by any team after the 9th inning are totaled in the column labeled '+'. Any game that requires extra innings was tied after the first 9 innings. Therefore, the team that scores the most runs in extra innings will also be the winner.
The columns labeled R, H and E show the Runs, Hits and Errors totals for each team.
The Box Score shows the batting totals for the visiting team first, followed by their pitching totals. Then batting and pitching stats are shown for the home team.
The batting list shows the team's lineup in order, with their position for the game in parentheses. Any players that were substituted for other players are shown indented, with the role they filled in parentheses. 'PH' indicates a Pinch Hitter and 'PR' indicates a Pinch Runner.
Each line shows the players offensive stats as follows:
ab: at bats
r: runs scored
hr: home runs
bi: runs batted
sb: stolen bases
The pitcher list shows all players who pitched in that game for that team, in the order they appeared. Thus, the first pitcher shown is the starting pitcher.
Each line shows the following pitching stats:
ip: innings pitched
h: hits allowed
bb: walks allowed
hr: home runs allowed
r: runs allowed
er: earned runs allowed
pit: pitches thrown
The last few lines of the box score show the pitchers that received a decision or a save in the game. 'WP' indicates the winning pitcher while 'LP' shows the losing pitcher. The parentheses show the pitcher's updated record for the year (through the game shown).
If a save was awarded, the saving pitcher is listed next to 'SV'. The number in parentheses indicates how many saves the pitcher now has.
The Budget Menu lets you control your revenue stream from ticket sales and broadcast contracts. It also lets you adjust all of your elective expenses such as investment in your farm system, scouts and medical staff.
You can also view revenue and expense data for other teams using dialog from the Budget Menu by selecting that team's name in the dropdown listbox at the top of any one of the Budget Dialogs.
Ticket prices can affect the attendance at games. One of the challenges of Baseball Mogul is figuring out which combination of prices will give you maximum attendance at your stadium. This dialog lets you set your ticket price relative to the average ticket price. At the default value (+0%), 1 point of revenue will be generated for every 8,000 tickets sold. At the highest value (+100% or "double" ticket prices), 1 point of revenue will accrue for every 4,000 tickets sold.
During the regular season, the "gate" (ticket revenue) is split 85/15 in favor of the home team.
Things get more complicated during the playoffs. First, all playoff ticket prices are automatically doubled. Selling 8,000 tickets in the regular season generates 1 points; in the playoffs, the same level of sells generates 2 points. All ticket revenue for the minimum number of games in each series is given to the league (and will not show up on any team's balance sheet). For a five-game series, this means there is no revenue awarded for the first three games; for a seven-game series, the league grabs all ticket revenue for the first four games. The ticket sales from any additional playoff games are split 50/50 between the home and away team.
The average ticket price will often serve your team well. But if your team is on a hot streak and the ballpark is selling out a lot, you might consider raising prices to get a little more money. Conversely, if your stands are empty, you might be able to bring in more revenue by lowering prices and getting people out to see the games.
Don't forget that the more people you can bring to the ballpark through lower ticket prices, the higher your long-term fan loyalty will be!
The Concessions Dialog lets you set prices for concessions sold in your stadium, and track recent profits.
All prices are measured in comparison to a "normal" price for the league. They are displayed as numbers from -100% (which is Free, and makes it hard to make money) to +100% (double normal price). To raise the price for a particular item, click on the trackbar and slide it to the right. To lower a price, slide the trackbar to the left.
The lower the prices on your concessions, the more you will sell. But if you lower prices too much, you'll find that you aren't making any money on your sales. All concessions sales are credited to the home team.
Concession prices also have an impact on how many people want to come to the ballpark to watch the games. If the food and drinks are too expensive, people would rather stay home and watch the game on TV.
With the exception of the pricing slider bars, all the values on this screen are shown in points.
You can increase revenue by altering the type of broadcast contract you have for your team.
There are three types of broadcast contracts:
Normal Broadcast [default]
Normal Broadcast is the standard setting for your team. Some fans may decide to stay home and watch the games for free on TV, but is helps keep the fans interested in your ballclub by raising the franchise's visibility. It also brings in some TV revenue from the commercials during the show.
Broadcasting some of your games on a local Premium or Pay-Per-View cable channel is a good way to raise TV revenue quickly, but it over time it gradually hurts fan loyalty by reducing the number of people that can watch your team. It also results in ballpark attendance that is better than broadcasting the game on TV, but not as good as a full TV Blackout.
A blackout will eliminate broadcasts of home games in order to raise stadium attendance significantly, but you will lose all of the broadcast revenue. Furthermore, you will find that your hometown fan loyalty may wane quickly, since the locals are completely unable to follow the team on TV.
This dialog gives you a quick breakdown of the expenses for running your franchise. Here, you can control how much you're spending on Medical Staff, your Farm System, and Scouting. Each category has a ranking, comparing your budget to that of other teams. This way, you can see if what you're spending is commensurate with the rest of the league.
Average (points per year)
The more you spend on each of these catagories, the better results you'll get from each. However, these expenses eat into the money available for player salaries. To stay within budget, compare your "Projected Expenses" to your current year's "Projected Revenue".
To see the degree to which your expenditures are paying off, go to the Finances Page and click on one of the column headers. Choose 'Farm System', 'Scouting' or 'Medical Staff' to see how your franchises components are rated compared to the rest of the league.
For the most part, it is not how many points you spend on these expenses, but instead how your spending compares to the other teams. The ballclub that spends the most on scouts, for example, will attract and retain the best scouts in the league. But spending more money on them will not make them appreciably better. So if you can be the #5 ranked ballclub spending 25 points, for example, then there is little reason to spend 30 points unless it bumps you up to be the #4 ranking or better.
The money you put into your farm system increases both the number and quality of recruited minor leaguers. All other things being equal, the team with the best farm system will go about 92-70 (in a 162 game season) while the team with the worst system will finish each season around 70-92.
If you wish to affect which positions your Farm System focuses on drafting, go to the Farm System Dialog.
Teams that finish last in each league get the best picks in the amateur draft during the off-season. Because of this, teams that consistently finish near the top must spend proportionately more than other teams in order to maintain a competitive farm system.
The better your ballclub's medical staff, the less likely your players are to be injured, and the shorter they are likely to be out of action when they do get injured.
Money invested in your Scouting Staff affect the accuracy of both the letter grades and written portion of each player's Scouting Report. Teams with the best scouting will have the most accurate reports, while teams in the bottom half may find themselves with utterly inaccurate reports.
Scouting also affects the accuracy of the Auto-Sort feature, since your coaches rely on the scouts reports when they choose the lineup and pitching rotation. If you have poor scouts, you had better pay close attention to the actual performance of your players when you place them in your active roster.
The League Menu gives access to a variety of options for customizing Baseball Mogul. The editing tools require Commissioner Mode.
City Editor (Add or edit cities)
League Editor (Change the league structure)
Stadium Editor (View or edit ballpark parameters)
Output Team File (Only available in Multiplayer games)
Options (Set user preferences)
Output Team File
This feature outputs a text file to the desktop summarizing the lineup, defense, pitching and other settings for the currently viewed team. This is useful when you are playing in a multiplayer league and you wish to e-mail your current setup to your league commissioner.
NOTE: You must be in Commissioner Mode to edit city data.
Baseball Mogul comes with 70 preset major cities included for the United States and Canada. However you may want to change information, or add your own cities.
Edit an Existing City
Enter your desired information in each of the edit boxes. When you've completed your changes, hit 'Done' and this will save the city to the database.
Number of people living with the official city limits. This currently has no effect on the financial performance of the city's team.
Number of people living within the region's SMSA (Standard Metropolitan Statistical Area). This is the number used to determine each team's fan base.
New Population / Year
Number of new residents added to the Region Population each off-season.
Per Capita Income
Measured in 1997 US dollars, and fluctuates somewhat from year to year to represent changing economic factors. This value does not rise from year to year (in other words, Baseball Mogul does not have inflation built into the financial engine).
Measured in feet. Any stadium built in this city will also have this altitude (with the corresponding effect on ball flight).
Degrees North. Teams that are located geographically close to other teams will compete for the same fans in proportion to their proximity.
0 = Pacific / 1 = Mountain / 2 = Central / 3 = Eastern
A rating reflecting the ardor of this team's baseball fans. A small city (such as St. Louis, Denver of Kansas City) may be able to support a baseball team with the help of devoted fans. Note that, unlike Fan Loyalty, the 'Fan Base' setting is permanent for every city and is not affected by a team's performance.
Adding a New City
Hit 'Add City'. This will cause the name in the upper left hand display box to read 'New City'. Hit Edit City Name to add your city's name. Then, edit the default information and hit 'Done' to save your city.
Longitude and Latitude can be approximated by using the longitude and lattitude of a nearby city. If the city created is too close to another city with a team in it, there will be competition for fans.
NOTE: You must be in Commissioner Mode to use the League Editor.
Baseball Mogul comes with a league editor, which allows you to redesign the world of baseball almost any way you choose. The League Editor is available from the Tools Menu.
Editing the League
The game comes preset with the 30 teams divided into three divisions in each of the two leagues. You can only edit the league before a season starts; not while games are playing.
The A League and the N League are the preset league names in Baseball Mogul.
Next, you can alter the names for the divisions within each league. Mogul can handle up to three divisions per league, but you don't have to have all three. You can have two or one division(s) per league, and you could have 2 divisions in the N League, and only one in the A League.
Designated Hitter Rule
The DH box in the upper righthand side of the League Editor (above each of the two league areas) allows you to turn on and off the DH rule for each league. You can make both leagues use the DH rule, or neither. The designated hitter is a player on your team who can be from any position who bats on your team instead of the current pitcher.
Games Per Season Edit Box
This box allows you to determine how many games are played per season. The game comes preset with 162 games per season.
Teams can be edited to have different fan loyalty, farm systems, names, divisions
Checking this box informs the computer scheduler that you'd like to have teams from different leagues play each other during the course of the season.
Checking this box disabled trades after July 31st.
In an "unbalanced" schedule, teams play opponents in their own division much more than they play teams outside their division. In a 162 game season, teams play each division rival 18 times.
In a "balanced" schedule, teams play league opponents roughly the same number of times, regardless of division.
Once you've made all your changes to the league, hit Refresh to update the display and register your changes.
This specificies the year your league starts. For example, you could create a league that starts in 1930 and then add players from that era. Changing this value will erase any simulated seasons, and is only recommended for use in creation of a Universe.dat file.
Women Enter Majors
This specifies the first year that women will enter the league as AAA rookies. If you wish to play without female rookies, set this value to 0.
Using the team list in the upper left, select the team you want to edit. You can do this by either scrolling down through the names using your mouse, or by selecting the box and hitting the up and down arrow keys.
Team Home and Nickname
The first box, marked 'Home', designates what region your home games are played in. The second box is the nickname of your team. Combined, these create your team's full name.
For example, you might call a team the Colorado Cornhuskers. Although the team's home city is actually Denver the 'Home' field should contain the word 'Colorado' and the nickname field will be 'Cornhuskers'. Typing these correctly helps the SportsWriter technology write coherent news stories about your team.
Three Letter Abbreviation
This three letter code will be used to mark your team in various displays throughout Baseball Mogul 99. This is especially important for teams like New York and Chicago, which have two teams apiece. We use NYN for the New York Team in the N League, and NYA for the New York team in the A League.
You can select one of over seventy major cities using this drop-down box, or you can use the City Editor to enter your own. Select the city for your team - this helps determine the income of your team, population around your home stadium and other factors.
This allows you to place the team in one of the divisions. Select a division from the drop down box, and hit refresh to update the league structure.
The loyalty of a team's fans is rated on a scale of A to F (A is the best, and F is the worst). The more loyal, the more money you'll make from ticket sales and broadcast contracts in the short run. Over the years, fan loyalty can be damaged by high prices, pay TV and poor performance. Similarly, a team's fans will become more interested as the team performs well or management lowers ticket prices.
The quality of a team's farm system is rated on a scale of A to F (A is the best, and F is the worst). The better the quality of a farm system's prospects, the easier it will be to find quality talent without resulting to the free agent pool or trades. The quality of a team's Farm System changes over time in proportion to the continued investment made in the team (in the Expenses dialog). To maintain a quality pool of fresh minor leaguers every year, a team needs to stay among the top spenders of money on their farm system.
You can also Create New Teams through the league editor. See Creating New Teams.
This function is used by league commissioners and database editors to modify stadium data. If you wish to build a stadium for your team within the context of the game, choose Build Stadium from the Budget Menu.
NOTE: You must be in Commissioner Mode to use the Stadium Editor to change stadium data.
First, select the team for the stadium you'd like to edit. Each team has it's own stadium.
The first edit box allows you to change the name of the stadium. (Upper left hand corner)
Structure (Open / Domed / Convertible)
Open stadiums have the effect of winds to aid home run hitters whereas domed stadiums have still air and fewer dingers.
Set distance to the walls in five areas (Left Field / Left Center Field / Center Field / Right Center Field / Right Field). Changing these numbers has an effect on the number of hits, doubles, triples and home runs allowed in the ballpark.
Infield Quality (Poor / Fair / Average / Good / Excellent)
The quality of your infield changes how well the infielders perform. A poor infield makes for odd hops and more errors where a good infield will allow a better chance at the ball.
Infield Grass (Very Short / Short / Medium / High / Very high)
The infield grass also affects your infield players. The shorter the grass the faster the ground balls. This helps turn double-plays, but it also creates some more hits.
Visibility (Poor / Fair / Average / Good / Excellent)
Visibility refers mainly to the hitter's ability to see the pitched ball. The major factors affecting visibility are light patterns and the contrast of the ball against the center field seats. Low visibility leads to more strikeouts and lower batting averages.
Foul Ground (Tiny / Small / Average / Large / Huge)
When a field has more foul ground, the fielders have more opportunities to make outs. So, large foul ground creates a "pitchers' park" with less offense.
This sets the seating capacity for your ballpark. The seating capacity is important for revenue. The more seats your ballpark has, the more tickets people can buy.
Convenience (Poor / Fair / Average / Good / Excellent)
The more convenient your ballpark is for your fans, the more fans will be willing to show up to your games. A stadium's convenience rating is derived from information about parking availability, proximity to population centers and major roads, and accessibility via mass transit.
Comfort (Poor / Fair / Average / Good / Excellent)
Comfort refers to the overall enjoyment of the experience at the ballpark. The more comfortable the experience, the more tickets will be sold. Comfort is a combination of a great many factors, from the variety and quality of food served, to the stadium's nostalgic history. The closeness of seats to the field and modernity of the facility also affect this rating.
Sight Lines (Poor / Fair / Average / Good / Excellent)
Sight lines refers to the view of the game provided by the average seat. Stadiums intended for sports other than baseball tend to have poor sight lines with seats directed away from the action. Older stadiums also have some obstructed-view seats because of construction supports and the like. Newer stadiums built solely for baseball tend to have the best sight lines. The quality of a stadium's sight lines has an effect on tickets sold, but less so than convenience or comfort.
This section reflects the actual effect that the stadium charactistics have on baseball games played within it. A value of 100 indicates no effect on this statistic, while a value above 100 indicates that this result occurs more often at this stadium. For example, a value of 120 next to Home Runs means this stadium produces 20% more home runs than the league average.
There are two ways to edit these effects. First, you can edit the Playing Field and Dimensions data for the stadium, and click 'Calculate Effects'. This will ask the computer to calculate stadium effects for you, based on the stadium's dimensions and characteristics.
Alternatively, you can enter Stadium Effects directly into the text boxes and then click 'Done'. The computer will save the data you entered, and ignore the stadium dimensions and attributes when simulating baseball games.
This dropdown box lets you change the difficulty level during play.
Commissioner Mode allows you to force trades, run leagues for multiple players, and edit the player database.
Computer Offers Trades
This option allows the computer to make trade offers to you during the game. With this feature enabled, a dialog will occasionally appear where an opposing General Manager suggests a trade. If you hit 'Let's Talk', you'll go to the trades dialog, where you can make counteroffers and alter the terms of the deal. If you hit 'No Thanks', the dialog will close, with no trade being made.
Turn sound on or off for the game. By clicking this box, you can hear button clicks and notification noises in the game. By leaving it blank, the game will run silently.
Save Box Scores
Clicking here causes game box scores to automatically be saved to the Output directory. These box scores can be viewed by clicking on the appropriate game in the Calendar Screen (or by double-clicking on the game text files in Windows Explorer). Each box score uses 2-3K -- therefore saving all of one team's games will require about 400K per 162-game season. Saving box scores for every single league game will use about 6 MB per full 30-team season.
Save Game Recaps
This option works as the 'Save Box Scores' section, but for written play-by-play summaries of each game. Game recaps are viewed by right-clicking in the Calendar Screen. Game recaps require about 3 times as much hard drive space as box scores.
Note: Box Scores and Game Recaps are normally erased at the end of each season to save space on your hard drive. If you'd rather preserve each year's files, uncheck the box labeled 'Delete Box Scores and Recap every season'.
Checking this box causes Baseball Mogul to save a copy of your game file before every simulation (when you choose an item from the Play Menu). This backup file will always be named '[Auto Save]'.mog and can be found at the bottom of the Resume Game Dialog.
Checking this box changes the way Baseball Mogul displays information so that it can be more easily recognized by text-reading programs used by the visually impaired.
Automatic Text Output
This section specifies which files you would like automatically output to your hard drive. Every file is a .txt file that can be edited or viewed at any time. All text is written to Baseball Mogul's "Output" directory.
FOR TOOLS MENU, GAME MENU AND MISCELLANEOUS FEATURES (MULTIPLAYER LEAGUES, RUNNING A LEAGUE, ETC.), REFER TO THE HELP SECTION OF THE GAME.