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Football Mogul 20: Season Predictions

8/25/2019

5 Comments

 
The following predictions are the results of 10,000 simulations of the 2019 NFL season using Football Mogul 20. Every play of every game is simulated using NFL rules for the 2019 season, as are injuries and trades.
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  • Rosters were updated on August 19, 2019.
  • Super Bowl Champs = frequency with which this team won the Super Bowl.
  • Because of tie games, average team wins equals 7.98 (not 8.00).​
5 Comments

Football Mogul 20: Historical Schedules

8/25/2019

6 Comments

 
The Good News

​Football Mogul 20 includes season schedules for all teams from 1951-2019. (The initial launch had some bugs with these schedules, so you should install the patch if you haven't already).

The schedule files use team "nicknames" (e.g. "Raiders" in "Oakland Raiders") to match teams to their schedules. So, if you change the "Oakland Raiders" to the "Las Vegas Raiders", they will still load correctly. However, if you change the "Oakland Raiders" to the "Oakland Pirates", the game will generate a random schedule instead. 
Historical Schedules (CSV format)
File Size: 84 kb
File Type: zip
Download File

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1966 Green Bay Packers Schedule
The Bad News

Unfortunately, Football Mogul doesn't yet have the automatic expansion feature found in Baseball Mogul. The NFL's messy history of franchise movement, expansion and contraction makes it harder to implement this for football than for baseball — so I'm still working out the bugs.

This means if you start a new game in 1961, the season schedules will be correct until you get to 1966 (when the NFL added the Falcons and the AFL added the Dolphins). On the bright side, if you add the Falcons and Dolphins at the start of 1966 (using the League Editor) the game will load the correct the schedule.
​
6 Comments

Football Mogul Preview: 1959

8/19/2019

18 Comments

 
Football Mogul 20 adds historical rosters and league configurations from 1951 to 1969 (in addition to the seasons from 1970 through 2019 that were already included).

Here's a screenshot from my most recent test, using the actual schedule from the 1959 season. As they did in real life, the Baltimore Colts finished 9-3, earning a spot in the NFL Title Game against the New York Giants.
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You can see that the Giants are favored by 2.5 points to win the championship. In real life, the underdog Colts beat New York 31-16 with a stellar 4th quarter performance by Johnny Unitas.
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18 Comments

Football Mogul Preview: "GM Mode"

8/16/2019

25 Comments

 
The most annoying part of Football Mogul is when you go to draft a player and you don't have enough cash to sign him. You often have to trade away picks for cash, just to limp through all 7 rounds of the draft. In addition to being annoying, the cash requirements aren't a realistic portrayal of today's NFL.

Football Mogul now eliminates these constraints, letting you focus entirely on football operations and staying under the salary cap. If you have a draft pick, the game ensures you always have enough money to sign him.

If you liked the old way of doing things, you can go into the Options Dialog and change from "General Manager Mode" back to "Owner Mode" (see below).

Game Modes

General Manager Mode: The default game mode, putting you in the role of General Manager, controlling football operations while the "owner" manages all revenues and ensures you have the funds to build a team. In this mode, the only limit on your personnel budget is the league salary cap.

Owner Mode: Gives control over the financial operations of your franchise, requiring you to set ticket prices and manage expenditures in order to maintain positive cash flow. In Owner Mode, you are required to maintain a positive level of cash in order to draft players, sign free agents and extend contracts.

General Manager Mode

Owner Mode

Expenses

All teams have identical Medical Staff and Scouting Staff quality.

Medical Staff and Scouting Staff quality are determined by settings in the Expenses Dialog on the Budget Menu.

Ticket Prices

Ticket prices are set automatically to maximize revenue.

Ticket prices are set in the Tickets Dialog on the Budget Menu.

Draft Picks

Teams always have enough cash to sign draft picks.

Teams must have enough cash on hand to sign each draft pick.

Signing Bonuses

Teams always have enough cash to pay signing bonuses. (However, pro-rated signing bonuses are counted toward each team's Salary Cap status.)

Teams must have enough cash on hand to pay signing bonuses at the time players are signed.

Trades

Trades offers don't include cash.

Teams can add cash to trade offers. Team may trade players or draft picks for cash (and are often required to in order to have enough cash to sign draft picks).

 

25 Comments

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