NHL Sim Engine
Tune how games play out. Multipliers are % of the calibrated baseline (100 = default). Changes apply to the next simulation.
Simulation Model
Each possession is a chain of attribute micro-battles β zone entry (SK vs DF), shoot/pass (SC vs PA), block (DF vs SC), the shot (SC vs goalie) and rebounds (RB). Shots & goals are emergent.
Competitiveness
How strongly team quality decides games. Higher = the better club dominates and reliably climbs the standings (chalk); lower = coin-flip games with more upsets and noisier standings.
Rivalry & Discipline
Heated games between declared rivals β more fights, net-front scrums, misconducts and rare 100+ PIM brawls. A team over the PIM threshold in a game is fined (deducted from its bank).
Game Options
Toggles
Higher = elite players take a bigger share of scoring.
Point System
Playoffs
Top 3 per division qualify + 2 wild cards; division winners host.
Finance & Salary Cap
Offer-sheet compensation
Picks the poaching club owes the old club, by the offer sheet's yearly salary. AAV cap in $M (0 = the top open-ended tier). A club may only surrender its own original picks β the engine verifies ownership.
Free agency & RFA
Simple mode drops RFA rights, franchise tags and offer sheets: every expiring player just tests the open market, and you re-sign your own before he gets there.
Goalie Fatigue (CON)
Skater Fatigue (CON)
Post-game conditioning. A heavy game shaves a point (F β₯ forward minutes, D β₯ defense minutes); a playoff OT marathon costs one per extra period (1st OT β 98, 2nd β 97β¦). Recovers between games.
Rating loss is 0by default (CON is tracked & shown only). Raise it to make chronic overuse actually weaken a skater β e.g. 0.006 makes a player at CON 95 ~3% less effective.
Momentum
Goals come in bunches: a team that scores rides a short hot streak (higher conversion) while the team that conceded sags, decaying back to normal over a few minutes. Leadership (LD) stretches the streak; Experience (EX) steadies a team after a goal against. Adds realistic swings & comebacks without changing total scoring.
Line Chemistry
Units (manager lines, else depth-chart trios/pairs) gel while intact and drop when broken by injury/call-up. Penalty-only: a fully gelled unit (β₯ neutral) sims at full strength; a fresh or disrupted one scores slightly less β so it never inflates league-wide offense.
Role-redundancy penalises a line of three similar players (or two offensive D) β the sim rewards a playmaker + sniper + grinder up front and an offensive + stay-at-home pairing on the blue line.
Clutch
High EX/LD/composure players rise in the last 5 min of a tight 3rd, in OT, and (amplified) in the playoffs β they score the winners.
Morale
Persistent mood: wins & production lift it, losses sink it, mean-reverting to base. Below neutral a player is penalised; above it he plays over his head.
Physicality (weight)
Heavier players throw more of the hits and win more net-front / board battles (a small conversion edge). Centered on the league-mean weight so it stays ~zero-sum.
Off-Position Penalties
Graduated skill cut for a skater out of his natural spot (waived on PP/PK). An off-position unit's chemistry is also capped. A defenseman's natural side comes from Shoots; a multi-position forward is a universal.









