Under the hood

How honest is this simulation?

Every franchise game says its numbers feel real. Feeling real is not a measurement. This page is the measurement — what we check, what we check it against, and the places the comparison stops working.

The problem with “realistic”

A season simulator can produce numbers that look plausible one year at a time and still be badly wrong over a decade. The failure is slow: ratings creep upward a fraction at a time, every club's players get a little better than they should, and ten seasons in the league is full of superstars. Nobody notices, because no single season looked odd.

That is not hypothetical here. It happened, it was found by running the engine for a decade rather than by reading the code, and fixing it is most of why this page exists.

What we measure against

To say a league has too many great players, you need a number for how many great players a real league has. There isn't a published one — the NFL does not release a ratings distribution. So we anchor to something the real league does publish, and that barely changes: how many players it honors, and how many players it honors them out of.

26 First-Team All-Pro places

The tightest honor the real league gives out in a season. It is the ceiling.

88 Pro Bowl places

The broader “very good this year” honor. It is the watch line, not the target.

1,696 Players those honors come from

53 active players across 32 clubs — the same roster structure this game runs.

1.53% Elite ceiling this game holds to

26 ÷ 1,696. Cross it and the league is minting stars the real one does not.

5.19% Watch line

88 ÷ 1,696. Between the two is a band, not a bullseye — because the anchor is an analogy, not an identity.

0.15 Rating points of drift allowed per year

Across the whole league, average player quality may move less than 0.15 of a rating point a season; past 0.3 the build says so out loud.

Both honor counts are structural facts about how the awards are built — a fixed number of seats, stable for years — rather than a statistic scraped from one season. And the population they are drawn from, 53 active players across 32 clubs, is the same roster structure this game runs. The anchor and the thing being measured line up by construction, not by a conversion fudge.

Where this breaks down

This is the part most “realism” pages leave out, and it is the part that should make you trust the rest.

Why this is a build gate and not a promise

A claim that is only argued gets forgotten. Each of the numbers above is asserted by the test suite and checked when the game is built, so a change that quietly re-inflates the league fails before it ships rather than being discovered a decade of game-time later by a player.

The same applies to this page. The figures in it are generated from the simulation's own constants at build time — there is no second copy of them to fall out of date.

What we still owe you

Two things we know are weaker than we would like, stated here rather than left out. The economics of running a club — how much cash an owner has, and what things cost — were calibrated for a league where cash rarely moved, and now it moves. And a handful of constants describing how rival clubs prioritise their spending are judgement rather than measurement. Both are on the list.