Scores
Ultimate NHL

NHL Sim Engine

Tune how games play out. Multipliers are % of the calibrated baseline (100 = default). Changes apply to the next simulation.

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League sim engine
Switches the whole league. Reversible at any time β€” flipping back restores exact current behaviour.
Next-gen is still in development β€” leagues currently run the current engine regardless. This toggle is being wired up as the v2 engine is built.
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Active parameter system
Only the active calculator appears under Tools. Switch any time.

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

Goals
scoring / shot conversion
98%
Shots
shot volume
100%
Power Play
PP conversion
100%
Penalties
penalty frequency
100%
Hits
hits per game
100%
Fights
fight frequency
100%
Injuries
injury frequency β€” 100% β‰ˆ NHL-realistic (~44/team/season); lower = fewer, higher = more
100%
Parity
how much a talent gap is compressed β€” 0% = raw talent (blowouts, huge streaks), 100% = NHL-like (best beats worst ~75%), higher = more upsets
100%
Game Variance
β€œany given night” swing β€” hot/cold goalies & offences per game. 0% = deterministic, 100%+ = livelier single-game results
120%
Home Advantage
home-ice edge (shots + conversion)
100%
Home Last Change
how much home matchups smother opponent chance danger
100%
Defence Impact
how strongly the D in front lowers goals-against (0 = goalie only)
35%

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.

a 3rd
a 1st + a 3rd
two 1sts
three 1sts
four 1sts

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.

Two-way contracts
RFA / offer sheets

Goalie Fatigue (CON)

Normal goalie (DU < threshold) β€” shots before CON βˆ’1 / βˆ’2
Workhorse goalie (DU β‰₯ threshold)

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†’ 97…). 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.