Game Manual

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Official Game Manual
BRANN GM Football '26

The GM’s Playbook

Official Game Manual — the complete guide to how everything in the game works
BRANN GM · Football ’26

Welcome

BrannGM: Football ’26 puts you in the general manager’s chair of a 32-team professional football league. You build a franchise from the ground up — scouting and drafting prospects, signing free agents, managing contracts and the salary cap, hiring coaches and setting their schemes — and then watch your decisions play out, game by game, season by season, career by career. This manual explains how all of it works. Keep it handy: whenever something in the game makes you ask “why did that happen?”, the answer is in here.

Part
I

The Game

01
Chapter

Game Overview

A deep, text-based American football general manager + head coach simulation for iOS. The player builds a franchise from the ground up: scouting and drafting prospects, signing free agents, managing contracts and the salary cap, setting coaching schemes, and watching every game unfold in real-time play-by-play text. Games unfold play by play through the BLITZ Gamecast broadcast or resolve instantly — the numbers, the narrative, and the decisions are yours.

1. Core Roles

The player is simultaneously:

General Manager — roster construction, contracts, trades, draft, salary cap

Head Coach — scheme selection, depth chart, game-day adjustments

Players must balance long-term roster building (GM) with short-term game strategy (Coach).

2. Game Loop (Season)

Pre-Season

Set depth chart

Choose offensive and defensive scheme

Sign/cut players to fit the 53-man roster

Practice squad (15 players)

Regular Season (17 Weeks)

Each week: manage roster, trades, injuries, media

Simulate or watch each game (play-by-play)

Weekly power rankings, stats leaders

Post-Season

7-team playoff bracket (top seed gets bye)

Championship game

Off-Season

Season awards (MVP, Rookie of Year, All-Pro, etc.)

Coaching/staff changes

Free Agency (negotiation period)

The Draft (7 rounds)

Salary cap adjustments

Loop back to Pre-Season

3. Teams

32 teams with fictional nicknames, colors and logos

All names are editable by the player in Settings

Each team has: city, nickname, abbreviation, colors (hex), division, home stadium name

Division Structure

AFC East

Buffalo Greenbacks

Miami Sharks

New England Minutemen

New York Turbines

AFC North

Baltimore Nightwings

Cincinnati Stripes

Cleveland Mudders

Pittsburgh Smelters

AFC South

Houston Lone Stars

Indianapolis Stampede

Jacksonville Prowlers

Tennessee Legends

AFC West

Denver Outlaws

Kansas City Gladiators

Las Vegas Plunderers

Los Angeles Bolts

NFC East

Dallas Wranglers

New York Goliaths

Philadelphia Talons

Washington Captains

NFC North

Chicago Grizzlies

Detroit Manes

Green Bay Stockers

Minnesota Norsemen

NFC South

Atlanta Swoops

Carolina Lynx

New Orleans Halos

Tampa Bay Pythons

NFC West

Arizona Redbirds

Los Angeles Horns

San Francisco Prospectors

Seattle Riptide

Note
Note: All 32 team names and cities are editable in-game. Players can rename any team before starting a new franchise.
4. Players
Positions
OffenseDefenseSpecial Teams
QB (1-2)DE (2-4)K (1)
RB (2-3)DT (2-4)P (1)
WR (4-6)LB (3-5)LS (1)
TE (2-3)CB (3-5)KR (depth)
OT (2-3)SS (1-2)PR (depth)
OG (2-3)FS (1-2)
C (1-2)

53-man roster + 15-man practice squad

Player Attributes

Core:

Overall Rating (1-99, derived)

Potential (1-99, hidden until developed)

Age (18-40)

Years Pro (0-20+)

Contract (salary, years remaining, guaranteed $)

Status (Active / Injured / Suspended / Practice Squad)

Mental Traits:

Work Ethic (Poor / Average / Good / Elite)

Leadership (Low / Medium / High)

Coachability (Difficult / Average / High)

Injury Prone (Yes / No)

Big Game Player (Yes / No) — boosts ratings in playoffs

Performance Ratings by Position:

QB: Arm Strength, Accuracy Short, Accuracy Mid, Accuracy Deep, Mobility, Decision Making, Pocket PresenceRB: Speed, Power, Agility, Pass Blocking, Route Running, Ball SecurityWR: Speed, Route Running, Catching, YAC, Release, BlockingTE: Catching, Blocking, Speed, Route RunningOL: Pass Block, Run Block, Strength, TechniqueDL: Pass Rush, Run Stop, Strength, SpeedLB: Coverage, Run Stop, Pass Rush, Speed, TacklingCB: Man Coverage, Zone Coverage, Speed, Press, Ball HawkS: Coverage, Run Support, Speed, Tackling, Ball HawkK/P: Accuracy, Power, Clutch

Player Development

Young players (18-24) have high growth potential

Peak years: 25-29

Decline begins: 30+

Playing time accelerates development

Practice squad players develop slower

Coaching quality affects development rate

5. Draft System
Prototype (Basic)

7 rounds, 32 picks per round = 224 picks

Each team has one pick per round (trades can change this)

Prospect pool: ~350 players (enough to go undrafted)

Pre-draft: Scout report reveals 2-3 ratings per player

Draft day: Pick in order, CPU picks automatically for other teams

Post-draft minicamp: Reveals full ratings

Draft Day Hoopla

Draft Board UI: Visual prospect board with tiers (like a real war room)

Pre-Draft Events:

Scouting Combine (6-week scouting window)

Individual workouts / Pro Days

Player interviews (reveal personality traits)

Mock draft projections that change weekly

Prospect risers and fallers (dynamic rankings)

Injury reports (some prospects hurt at combine)

Draft Day Ceremony:

Commissioner announcement text for each pick

Trade-up/trade-down negotiation on the clock

Clock pressure — you have limited time per pick

Surprise picks (CPU reaches, slides)

Post-pick analysis text (“The crowd goes wild as…”)

Undrafted free agent signing frenzy after Round 7

Rookie Tracking:

Dedicated “Rookies” tab on the roster screen

Rookie class leaderboard throughout the season

Rookie of the Year award tracking

“Rookie Wall” — tracks all-time top rookie performances

6. Free Agency

Free Agency Window: Opens immediately after draft

Players available: expired contracts, released players

Negotiation: Offer years + salary, player accepts/rejects/counters based on:

Market value vs. offer

Team competitiveness

Player’s age and personality

Playing time opportunity

CPU teams also bid — market sets prices

Holdouts if franchise-tagged players are unhappy

Veteran minimum for cheap depth signings

7. Trades

Propose: send players/picks ↔ receive players/picks

Trade Value System: Each player and pick has a point value

CPU accepts if value is roughly fair (±15% swing allowed)

Trade deadline: Week 11 of regular season

Post-deadline: waiver wire only

Trade veto: Other CPU GMs may block lopsided trades

8. Salary Cap

Cap: ~$255M (adjusts each season, +$10M/year)

Dead money: Released players count against cap for remaining guaranteed $

Extensions: Lock up players before free agency

Franchise tag: One per year, sets salary at position average

Restructure: Convert base salary to signing bonus (spreads cap hit)

Minimum salary: Rookie scale for draft picks

9. Coaching & Staff
Roles
RoleEffect
Head CoachOverall team morale, development multiplier
Offensive CoordinatorOffensive scheme effectiveness
Defensive CoordinatorDefensive scheme effectiveness
QB CoachQB development rate
Position Coaches (x6)Position-specific development
Head ScoutDraft prospect accuracy
Regional Scouts (x3)Prospect pool visibility
Physio/TrainerInjury recovery speed
Schemes

Offense: West Coast, Air Raid, Pro Style, Spread, Run HeavyDefense: 4-3, 3-4, Cover 2, Cover 3, Blitz Heavy, Zone Heavy

Each scheme has preferred player archetypes. Mismatched players underperform.

10. Game Simulation
Play-by-Play Engine

Each game simulates ~130-170 plays

Play types: Run (inside, outside, draw), Pass (short, mid, deep, screen), Punt, FG, Kick

Each play resolves based on:

Offensive ratings vs. Defensive ratings

Down & distance situation

Momentum (builds/swings during the game)

Player traits (big game, injury prone)

Home field advantage

Weather

Output: Text narrative (“Smith takes the handoff, cuts left for 8 yards”)

AI Decision Logic

4th down: Go-for-it % based on score, field position, yards to go, time

Clock management: Spike ball, kneel, hurry-up based on score/time

Timeouts: Saved for 2-minute drill, used correctly

Penalties: Realistic rate (~6-8 per game total, not every drive)

Viewing Modes

Watch: Live play-by-play with animated field view (SpriteKit) — colored dots representing players move on a top-down field diagram as each play resolves. Ball carrier advances, receivers streak downfield, defenders close in.

Fast Sim: Text-only, key plays only (no field animation)

Instant: Result only, jump straight to final score

Field Animation (SpriteKit)

Top-down field view with yard lines

Home team = solid colored dots, Away team = outlined dots

Each play type has a distinct movement pattern:

Run: Ball carrier dot moves forward, defenders converge

Pass: Dot streaks to receiver position, catch/incomplete resolves

Sack: QB dot retreats, collapses

Kick/Punt: Arc trajectory across field

Play-by-play text narration appears below the field in sync with animation

11. Off-Field Layer
Media

Weekly press conference (choose responses: confident / cautious / deflect)

Player media incidents (fine, suspend, or support)

Local vs. national media sentiment tracker

Fan Base

Fan morale meter (affects home field advantage)

Attendance based on win record + ticket prices

Fan expectations per market size (big market = high pressure)

Stadium & Finances

Annual budget: revenue (tickets, merch, TV deal) vs. expenses (staff, facilities)

Upgrade stadium sections (seating capacity, luxury boxes, field turf)

Facility upgrades: weight room, film room, medical bay → affect development/recovery

Owner approval rating (fire/hire coach events)

12. UI / Screen Map

App Launch

└── Main Menu

├── New Game (choose team)

├── Load Game

└── Settings

In-Game Navigation (Tab Bar)

├── 🏠 Home — Dashboard: record, next game, alerts, news feed

├── 👥 Roster — Full roster, depth chart, practice squad, injured list

├── 📅 Schedule — Season schedule, results, standings

├── 📋 Draft — Prospect board, scouting, draft day

├── 💼 Front Office

│ ├── Free Agency

│ ├── Trades

│ ├── Contracts & Cap

│ └── Staff

└── ⚙️ Settings

02
Chapter

Team Ratings

How a team’s OVR, OFF and DEF ratings are computed from its roster and schemes.

Formula Reference

BRANNGM: FOOTBALL ’26 — Team Rating Formula Reference (v2)

OVERALL RATING (OVR) ÷ 30

ComponentWeightNotes
All OFF starters (11 players)×1 eachOne count per player from chosen OFF scheme
QB extra weight+×3QB already counted ×1 above; gets 3 more → total QB ×4
All DEF starters (11 players)×1 eachOne count per player from chosen DEF scheme
Backup average×1Average OVR of all non-starter rostered players
Head Coach×2Counted in both OFF and DEF
Offensive Coordinator×1
Defensive Coordinator×1
Divisor÷ 3022 starters + QB×3 extra + backup + HC×2 + OC + DC
+ OFF Star Bonus+1.5 eachPer OFF starter rated 90 or above
+ DEF Star Bonus+2.0 eachPer DEF starter rated 90 or above (elite defense = big boost)
− Weakness Penalty−2.0 eachPer any starter (OFF or DEF) rated below 72

OFFENSIVE RATING (OFF) ÷ 17

ComponentWeightNotes
QB×4Engine of any offense — counts quadruple
Other OFF starters (10)×1 eachRB, WR×N, TE×N, OT×2, OG×2, C — per scheme
Head Coach×2
Offensive Coordinator×1
Divisor÷ 17QB×4 + 10 others×1 + HC×2 + OC×1
+ OFF Star Bonus+1.5 eachPer OFF starter rated 90+
− Weakness Penalty−2.0 eachPer OFF starter rated below 72

DEFENSIVE RATING (DEF) ÷ 14

ComponentWeightNotes
DEF starters (11)×1 eachDE, DT, OLB, MLB, CB, FS, SS — per scheme
Head Coach×2
Defensive Coordinator×1
Divisor÷ 1411 starters×1 + HC×2 + DC×1
+ DEF Star Bonus+2.0 eachPer DEF starter rated 90+ (higher than OFF to reward elite D)
− Weakness Penalty−2.0 eachPer DEF starter rated below 72

EXPECTED RATING RANGES

TierOVR RangeProfile
Elite (2–3 teams)93 – 99Multiple superstars, elite coaching
Very Good (3–5 teams)87 – 92A few stars, solid depth, good coaching
Above Average (6–8)82 – 86Quality starters, minimal weaknesses
Average (8–10 teams)75 – 81Serviceable roster, some weak spots
Below Average (4–6)67 – 74Multiple starters below 72 OVR
Bad (3–5 teams)57 – 66Weak roster, poor QB, bad coaching
Garbage (1–2 teams)40 – 56Camp bodies starting, rebuilding
Part
II

Players

03
Chapter

Player Ratings & the OVR Formula

This document explains how each player’s Overall Rating (OVR) is calculated across all 16 positions. Every OVR is derived from a weighted sum of individual attributes, clamped to the range 40–99. Attributes are grouped into four categories:

Physical Mental Technical Universal

PhysicalMentalTechnicalUniversal

Technical attributes are position-specific skills (e.g. Arm Strength for QB, Pass Rush for DE). Physical attributes represent raw athleticism (Speed, Strength, Agility). Mental attributes reflect football IQ and composure (Intelligence, Vision, Decisions, Composure). Universal attributes (Adaptability) apply to all positions and affect development curves.

Quarterback (QB)
AttributeWeightCategory
Short Accuracy12%Technical
Arm Strength11%Technical
Mid Accuracy11%Technical
Deep Accuracy10%Technical
Throw Under Pressure9%Technical
Intelligence9%Mental
Pocket Presence8%Technical
Vision8%Mental
Decisions6%Mental
Throw on Run5%Technical
Mobility5%Physical
Speed4%Physical
Adaptability2%Universal

Category breakdown — Physical 9% | Mental 23% | Technical 66% | Universal 2%

Running Back (RB)
AttributeWeightCategory
Speed20%Physical
Agility14%Physical
Ball Vision12%Technical
Elusiveness10%Technical
Break Tackle9%Technical
Trucking8%Technical
Awareness7%Mental
Catching5%Technical
Composure4%Mental
Strength4%Physical
Intelligence3%Mental
Adaptability2%Universal
Pass Block2%Technical

Category breakdown — Physical 38% | Mental 14% | Technical 46% | Universal 2%

Wide Receiver (WR)
AttributeWeightCategory
Short Route Running14%Technical
Catching13%Technical
Speed12%Physical
Mid Route Running10%Technical
Separation9%Technical
Release8%Technical
Deep Route Running7%Technical
Agility7%Physical
Catch in Traffic6%Technical
Vision5%Mental
Decisions4%Mental
Awareness3%Mental
Adaptability2%Universal

Category breakdown — Physical 19% | Mental 12% | Technical 67% | Universal 2%

Tight End (TE)
AttributeWeightCategory
Catching16%Technical
Pass Block12%Technical
Run Block11%Technical
Short Route Running10%Technical
Strength9%Physical
Impact Blocking8%Technical
Catch in Traffic7%Technical
Awareness7%Mental
Speed6%Physical
Intelligence5%Mental
Decisions4%Mental
Adaptability3%Universal
Agility2%Physical

Category breakdown — Physical 17% | Mental 16% | Technical 64% | Universal 3%

Offensive Tackle (OT)
AttributeWeightCategory
Pass Block25%Technical
Strength18%Physical
Run Block17%Technical
Pass Block Power10%Technical
Pass Block Finesse8%Technical
Run Block Power7%Technical
Awareness5%Mental
Agility5%Physical
Intelligence3%Mental
Adaptability2%Universal

Category breakdown — Physical 23% | Mental 8% | Technical 67% | Universal 2%

Offensive Guard (OG)
AttributeWeightCategory
Strength20%Physical
Pass Block18%Technical
Run Block18%Technical
Pass Block Power9%Technical
Run Block Power9%Technical
Impact Blocking8%Technical
Awareness5%Mental
Agility5%Physical
Intelligence3%Mental
Adaptability3%Universal

Category breakdown — Physical 25% | Mental 8% | Technical 62% | Universal 3%

Center (C)
AttributeWeightCategory
Pass Block22%Technical
Strength18%Physical
Run Block18%Technical
Intelligence12%Mental
Awareness8%Mental
Pass Block Power8%Technical
Run Block Power6%Technical
Agility5%Physical
Decisions5%Mental
Adaptability3%Universal

Category breakdown — Physical 23% | Mental 25% | Technical 54% | Universal 3% (formula totals ~105%)

Defensive End (DE)
AttributeWeightCategory
Pass Rush20%Technical
Strength16%Physical
Run Stop14%Technical
Power Moves10%Technical
Finesse Moves9%Technical
Block Shedding9%Technical
Speed8%Physical
Awareness5%Mental
Intelligence4%Mental
Agility3%Physical
Adaptability2%Universal

Category breakdown — Physical 27% | Mental 9% | Technical 62% | Universal 2%

Defensive Tackle (DT)
AttributeWeightCategory
Strength22%Physical
Pass Rush16%Technical
Run Stop15%Technical
Block Shedding12%Technical
Power Moves10%Technical
Agility8%Physical
Awareness7%Mental
Finesse Moves6%Technical
Intelligence5%Mental
Adaptability2%Universal
Speed2%Physical

Category breakdown — Physical 32% | Mental 12% | Technical 59% | Universal 2% (formula may sum to ~103%)

Linebacker (LB)
AttributeWeightCategory
Tackling16%Technical
Speed14%Physical
Man Coverage11%Technical
Zone Coverage10%Technical
Strength9%Physical
Pursuit8%Technical
Awareness7%Mental
Pass Rush6%Technical
Hit Power5%Technical
Intelligence5%Mental
Decisions4%Mental
Adaptability2%Universal
Block Shedding2%Technical
Blitz1%Technical

Category breakdown — Physical 23% | Mental 16% | Technical 59% | Universal 2%

Cornerback (CB)
AttributeWeightCategory
Man Coverage20%Technical
Speed16%Physical
Zone Coverage15%Technical
Agility10%Physical
Ball Hawk9%Technical
Press8%Technical
Awareness7%Mental
Play Recognition5%Technical
Decisions4%Mental
Intelligence3%Mental
Adaptability2%Universal
Catching1%Technical

Category breakdown — Physical 26% | Mental 14% | Technical 58% | Universal 2%

Strong Safety (SS)
AttributeWeightCategory
Tackling18%Technical
Zone Coverage14%Technical
Speed13%Physical
Strength10%Physical
Hit Power9%Technical
Awareness8%Mental
Man Coverage7%Technical
Play Recognition6%Technical
Intelligence5%Mental
Block Shedding4%Technical
Decisions4%Mental
Adaptability2%Universal

Category breakdown — Physical 23% | Mental 17% | Technical 58% | Universal 2%

Free Safety (FS)
AttributeWeightCategory
Zone Coverage20%Technical
Speed16%Physical
Play Recognition12%Technical
Tackling10%Technical
Awareness9%Mental
Ball Hawk8%Technical
Man Coverage7%Technical
Intelligence5%Mental
Decisions4%Mental
Agility4%Physical
Hit Power3%Technical
Adaptability2%Universal

Category breakdown — Physical 20% | Mental 18% | Technical 60% | Universal 2%

Kicker (K)
AttributeWeightCategory
Kick Power45%Technical
Kick Accuracy28%Technical
Composure9%Mental
Speed8%Physical
Awareness5%Mental
Strength4%Physical
Adaptability1%Universal

Category breakdown — Physical 12% | Mental 14% | Technical 73% | Universal 1%

Punter (P)
AttributeWeightCategory
Kick Power50%Technical
Kick Accuracy25%Technical
Hang Time15%Technical
Composure5%Mental
Speed3%Physical
Awareness2%Mental

Category breakdown — Physical 3% | Mental 7% | Technical 90%

Long Snapper (LS)
AttributeWeightCategory
Snap Accuracy55%Technical
Speed20%Physical
Strength15%Physical
Awareness7%Mental
Composure3%Mental

Category breakdown — Physical 35% | Mental 10% | Technical 55%

Category Breakdown Summary — All Positions

The table below shows the approximate percentage of OVR weight attributed to each category for every position. Technical skills dominate at most positions. Mental attributes matter most for Centers (25%), QBs (23%), and safeties. Physical weight is highest for RBs (38%) and Long Snappers (35%).

PositionPhysical %Mental %Technical %Universal %
QB9%23%66%2%
RB38%14%46%2%
WR19%12%67%2%
TE17%16%64%3%
OT23%8%67%2%
OG25%8%62%3%
C23%25%54%3%
DE27%9%62%2%
DT32%12%59%2%
LB23%16%59%2%
CB26%14%58%2%
SS23%17%58%2%
FS20%18%60%2%
K12%14%73%1%
P3%7%90%—
LS35%10%55%—

Note: A small number of positions (DT, C) have formula weights that sum to slightly above or below 100% due to rounding in the original code. The category percentages above are approximate and derived by summing each attribute’s weight by category.

Position Weight Summary

PLAYER OVERALL (OVR) RATING — HOW IT WORKS

The Formula

The overall rating is a weighted average of position-specific individual attribute ratings.

Each rating runs from 40–99. The formula multiplies each rating by its weight and sums them.

OVR = (Rating₁ × Weight₁) + (Rating₂ × Weight₂) + … + (RatingN × WeightN)

Weights for each position are listed on the sheets below. They always sum to 1.00 (100%).

PositionSheetKey AttributesTop Weight# of AttributesNotes
QBOffenseAccuracy, Decision Making28% Accuracy6Most formula-heavy position
RBOffenseSpeed, Agility, Power28% Speed6
WROffenseRoute Running, Catching, Speed25% Route / 25% Catch6Two attributes tied at top
TEOffenseCatching, Pass Block, Run Block25% Catching6Hybrid blocker/receiver
OTOLPass Block, Run Block35% Pass Block5Same formula for OT/OG/C
OGOLPass Block, Run Block35% Pass Block5Same formula for OT/OG/C
COLPass Block, Run Block35% Pass Block5Same formula for OT/OG/C
DEDefensePass Rush, Speed, Run Stop33% Pass Rush5
DTDefenseRun Stop, Strength, Pass Rush33% Run Stop5
LBDefenseTackling, Run Stop, Speed/Zone23% Tackling6Balanced formula
CBDefenseMan Coverage, Speed, Zone28% Man Coverage6
SS/FSDefenseZone Coverage, Speed, Tackling25% Zone Coverage6Same formula for SS & FS
KSpecialKick Accuracy, Kick Power45% Kick Accuracy3Accuracy matters most
PSpecialKick Power, Kick Accuracy50% Kick Power3Power matters most
LSSpecialStrength, Technique40% Strength3
04
Chapter

Attributes, Character & Matchup Probability

play.*

1. Physical Attributes (Universal)

Every player has the same eight physical attributes regardless of position. They form the foundation of player capability and serve as fallbacks when new stored technical attributes are zero (legacy saves).

AttributeWhat It Does In-GameKey PositionsSim Impact
SpeedDetermines player’s top-end straight-line velocity. Affects separation on routes, breakaway run gains, pursuit angles, and kick/punt return distance.WR, RB, CB, DERun/pass yards; pursuit angle on defense
StrengthRaw physical power. Drives block force (OL), tackle impact (LB/S), run power (RB), and resistance to block-shedding (DE/DT).OL, DE, DT, LB, RBBlock power, tackle force, run stop
AgilityLateral quickness, cuts, and change-of-direction. Key for jukes, route breaks, zone coverage slides, and lineman footwork.RB, WR, CB, OLJuke effectiveness, route crispness
PowerExplosive burst force — short-distance power vs. strength’s sustained force. Critical for stiff-arms, short-yardage runs, and initial contact.RB, OL, DTStiff-arm, short-yardage, impact blocks
AwarenessBaseline situational football IQ. Legacy fallback for intelligence, vision, and decisions when new mental attributes are not yet populated. Affects pre-snap reads and snap timing.All positionsFallback for all mental attributes
Ball SecurityGrip strength and ball-carrying technique. Directly reduces fumble probability on run plays. High ball security means defenders cannot dislodge the ball.QB, RB, TE, WRFumble rate: 1.5% base × (1 − focus/200)
CatchingHands reliability on catchable balls. Affects catch-in-traffic and spectacular-catch base rates. Fallback for receiver completions when route-specific fields are 0.WR, TE, RBCompletion odds; INT catch rate
TacklingEffectiveness at bringing the ball carrier to the ground. Determines whether initial contact results in a stop or broken tackle.LB, CB, S, DERun stop; pass yards-after-catch reduction
PursuitAbility to close on the ball carrier from off-angle positions. Determines whether a near-miss becomes a stop or a long gain.LB, DE, CBOutside run containment; YAC prevention
ClutchPerformance escalation in high-stakes moments (late-game, red zone, 3rd/4th down). Fallback for Composure when new field is 0.QB, K, WRComposure fallback; FG chance; 2-min drive

Note on Legacy vs. New Fields: When a player is generated fresh, both legacy and new stored fields are populated. On imported saves (pre-Task #96), new fields decode as 0. The engine uses the eff() pattern — eff(newField, legacyDerived) — returning the new stored value if > 0, otherwise computing a derived approximation from legacy fields. This guarantees backward compatibility.

2. Mental Attributes (Universal)

Mental attributes apply to every position. They capture football IQ and pressure response — things speed and strength cannot measure. The four mental attributes are displayed in the SKILLS tab under the Mental section and feed directly into the GameSimEngine matchup algorithms.

AttributeIn-Game EffectFallback (if 0)Sim Usage
IntelligencePre-snap processing: blitz identification, coverage shell recognition, gap assignment reads, audible decisions. The smartest players set up plays before the snap fires.awarenessQB comp% bonus; pass yards; run bonus
VisionIn-play processing speed: finding the open receiver, recognizing the gap, angling for the proper tackle path. Separates reactive players from anticipatory ones.pocketPresence (QB) awareness (others)QB comp% bonus; card display
DecisionsChoosing correctly when multiple options exist: checkdown vs. hold vs. throw it away; cut left vs. cut right; press vs. give cushion. Poor decisions create turnovers.decisionMaking (QB) awareness (others)QB comp% bonus; defender INT rate
ComposureMaintaining performance quality under hostile crowd noise, pass rush heat, large deficits, or playoff pressure. Low composure players experience steeper performance drop-off in key moments.clutch + itFactor.composureBonusQB comp% bonus; FG clutch; IT Factor trigger

How Mental Attributes Feed the Algorithm

In pass resolution, the QB’s mental ratings are weighted 3:1:1:1:1 (Accuracy × 3 vs. single weight for ThrowUnderPressure, Intelligence, Composure, Vision). This reflects that mental acuity amplifies — but does not replace — raw throwing skill.

A QB with 99 Accuracy but 40 Composure throws accurately in garbage time but cracks under playoff pressure. A 75-rated QB with 99 Composure and 99 Intelligence reads defenses like an elite and makes smart checkdowns — producing consistent, efficient completions even against superior pass rushers.

For defenders, Decisions and PlayRecognition reduce the opponent’s effective completion percentage. A safety with 99 PlayRecognition effectively takes away a full percentage point of completion chance on every snap — the equivalent of an extra half-rating boost on the coverage side of the ball.

3. Technical Attributes by Position

Technical attributes are position-specific skills reflecting what a player actually does on the field. They directly modify play outcomes in GameSimEngine and determine how the player’s SKILLS card looks in the app.

Quarterback (QB)

AttributeDescriptionOn-Field EffectKey Matchup
Short AccuracyCompletion precision on throws 0–15 yards. Slants, curls, screens, quick outs. The bread-and-butter of every NFL passing game.Base comp% raised by 3% (71%→74% at 99 vs 40). Weighted 3× in QB score formula.vs. slot CB, underneath LB
Mid AccuracyCompletion precision 15–30 yards. Crossers, dig routes, comebacks, shallow seam routes. Requires anticipatory throwing.Weighted 3× in QB score. Drives 60% base completion rate on mid routes.vs. CB in off coverage, FS
Deep AccuracyBall placement on 30+ yard throws: posts, go routes, corner fades. Most variable attribute — elite QBs separate from average here.Weighted 3× in QB score. Base only 45% — elite deep accuracy closes gap fastest.vs. CB man-press, FS over top
Throw Under PressureAccuracy maintenance when being hit, hurried, or harassed. A high TUP QB absorbs the sack threat mentally and still delivers.1× in QB score formula. Reduces effect of elite pass rushers on completion%.vs. DE/DT pass rush
Throw On RunAccuracy while rolling out, bootlegging, or scrambling off-platform. Mobile QBs with high TOR are weapons outside the pocket.Currently displayed on card only. Future: boosts comp% on scramble plays.vs. LB in zone when QB escapes
Play ActionEffectiveness of fake-handoff fakes at freezing linebackers and safeties. High PA QBs create free completions out of run-heavy formations.Card display. Future: adds comp% bonus on PA-designated plays.vs. run-stopping LB, SS
ReleaseQuickness getting the ball out. Fast release reduces exposure to pass rush and allows tight-window throws before coverage closes.Used directly in OVR (5% weight). Reduces effective sack time window.vs. DE speed rush
Break SackAbility to escape when a sack is imminent — spin out, slide under, break the grip. Athletic QBs with high BreakSack extend plays.Fallback: mobility. In OVR at 1% weight. Future: modifies sack rate.vs. DE/DT pursuit angles
ElusivenessOpen-field juke/dodge ability on scrambles. Mobile QBs with high elusiveness can pick up key 3rd-down yards with their legs.Fallback: mobility. 2% OVR weight. Affects run yards when QB scrambles.vs. LB/DE in pursuit
Arm StrengthRaw velocity on the ball. Enables tighter windows, faster delivery to the seam, and deep ball reach. Not the same as accuracy.11% of OVR. Deep accuracy fallback uses armStrength × 35%.vs. coverage time windows
AdaptabilityScheme fit, learning speed, and versatility. How quickly the QB picks up a new coordinator’s system or adjusts mid-game.Card display. Future: affects performance in first 4 weeks of new scheme.Coaching change impact

Running Back (RB)

AttributeDescriptionOn-Field EffectKey Matchup
Ball VisionReading developing blocks and anticipating hole locations before they open. Elite ball vision RBs hit the gap at full speed rather than waiting to react.1× in carrier run bonus. High vision RBs gain 0.5–1 extra yard per carry vs. same-speed defenders.vs. DT gap plugging, ILB
Break TackleBalance and core strength to stay upright through arm tackles, glancing hits, and wrap attempts. Converts near-stops into positive gains.1× in run bonus formula. Directly combats defender tackling and hitPower.vs. LB/CB tackle attempts
TruckingPhysical running-through-contact. Power backs with high trucking turn linebacker collisions into 4-yard gains instead of 0-yard stops.1× in run bonus. Best in short-yardage and goal-line situations.vs. LB/DT brute force
Juke MovesLateral cut ability and defender-miss frequency. Scatbacks with elite jukes make three defenders miss in a 5-yard space.1× in run bonus. Also used for WR YAC juke effectiveness.vs. CB/LB in space
Spin Move360-degree rotation through or past pursuing defenders from the side or behind. Separates power-speed hybrid backs.Card display. Future: discrete broken-tackle event probability.vs. unblocked LB from behind
Stiff ArmPhysical push-off of pursuing or diving defenders. Elite stiff-arm RBs and WRs extend runs by neutralizing one pursuer per play.Card display. Also applies to WR YAC. Future: stops one tackle attempt per play at 80+.vs. CB arm-tackle, FS fill
ElusivenessGeneral open-field dodge and change of direction combining elements of juke and spin. Represents overall yards-after-contact creativity.1× in run bonus (slot 12 in struct — populated before ballVision).vs. all secondary tacklers

Wide Receiver (WR)

AttributeDescriptionOn-Field EffectKey Matchup
Short Route RunningExecution quality on 0–15 yard routes. Crisp cuts on slants, curls, quick outs. Creates separation immediately off the line.Used in pass yards bonus (receiver score). Displayed directly on card.vs. press CB, slot LB
Mid Route RunningQuality of 15–30 yard routes: crossers, dig routes, comeback patterns. Requires reading leverage and releasing from zone coverage.Receiver score → pass yards bonus. Determines comp% vs zone defenders.vs. zone CB, linebacker cap
Deep Route RunningPrecision on vertical routes 30+ yards: posts, go routes, seam fades. Must match deep accuracy or the connection falls apart.OVR weight: 7%. Multiplied by QB deep accuracy for true deep-shot efficiency.vs. FS over-the-top
Catch In TrafficHands reliability when contacted mid-catch. Possession receivers who excel here convert slants across the middle that others drop.1× in receiver score → completion bonus. Also in pass yards bonus.vs. SS hit, LB zone collision
Spectacular CatchAcrobatic / one-handed / diving catches. Creates highlight plays and converts low-probability deep targets.7% OVR weight. Future: triggers highlight play event at 85+.vs. CB in contested ball situations
SeparationSpeed off the line combined with route quickness to create throwing windows. High separation converts tight-coverage completions.Receiver score → pass yards bonus. Used in OVR at 10%.vs. CB press technique
Juke MovesYAC juke effectiveness — making the first tackler miss in open field. Slot receivers and speed WRs with elite juke turn 5-yard completions into 15-yard gains.Pass yards bonus (receiver score).vs. CB/LB arm-tackle in space
Stiff ArmPhysical YAC extension for bigger WRs. Sheds the first dive tackler to turn short gains into chunk plays.Card display. Future: negates one arm tackle per play.vs. SS/LB fill

Tight End (TE)

AttributeDescriptionOn-Field EffectKey Matchup
Short Route RunningSeam routes, in-cuts, and check-downs that exploit linebacker coverage. The bread-and-butter of the modern receiving TE.Receiver score → comp% and yards. TE version weighted less than WR (hybrid role).vs. ILB/MLB in zone
Mid Route RunningQuality on 15–30 yard routes in the seam and over the middle. True mismatch TEs exploit safeties in man coverage here.Receiver score contribution. TE seam is primary matchup nightmare.vs. FS, ILB unable to keep up
Catch In TrafficReliability on contested balls in the middle of the field where TEs take the most contact. High-value attribute separating true receiving threats.Receiver score → completion bonus. TE uses this more than WR.vs. SS physical play, LB collision
Break TackleYAC power through initial tackle attempts. Receiving TEs turn short completions into move-the-chain plays by shedding the first defender.Run bonus (slot 14, before route fields). Critical for TE run-after-catch.vs. CB/LB arm-tackle on TE screen
Impact BlockingInitial-contact force on down blocks and seal assignments. The key technical differentiator between a receiving TE and a true ‘Y’ tight end.OL technical card. Blocking TEs use this + passBlock/runBlock.vs. DE edge containment

Offensive Linemen (OT / OG / C)

AttributeDescriptionOn-Field EffectKey Matchup
Pass Block PowerAnchoring ability against bull-rush pass rushers. Controls the pocket by absorbing and redirecting power moves from DE and DT.OVR: OT 22%, OG 18%, C 16%. Combats DE powerMoves in matchup.vs. DE/DT bull rush
Pass Block FinesseFootwork and hand speed to mirror speed/finesse pass rushers. Tackles must handle elite speed-to-power edge rushers.OVR: OT 18%, OG 15%. Combats DE finesseMoves in matchup.vs. DE speed/spin rush
Run Block PowerDrive block force that moves defenders off the line of scrimmage to create running lanes. Primary skill for smashmouth offenses.OVR: OG 22%, OT 15%, C 18%. Combats DT blockShedding.vs. DT, NT in run defense
Run Block FinesseZone blocking technique and reach blocking quickness. Required for outside-zone and stretch-run schemes where OL must seal moving targets.OVR: OG 18%, OT 12%, C 16%. Important for zone-run teams.vs. DE pursuit on edge
Impact BlockingPancake-block potential and sealing force. High impact blockers create extra-long run lanes and dominate single blocks.OVR: OT 13%, OG 15%, C 12%. Future: triggers pancake stat.vs. DT/DE first contact
Lead BlockEffectiveness on pull, trap, and lead-block assignments in space. Guards who pull must reach second-level defenders in the open field.OVR: OG 12%, others lower. Guard-specific. Future: affects 2nd-level run efficiency.vs. LB in space

Defensive End (DE)

AttributeDescriptionOn-Field EffectKey Matchup
Power MovesEffectiveness of bull-rush, push-pull, and rip-under techniques. Power rushers win with leverage and strength to collapse the pocket.OVR: DE 25%. Directly counters OT passBlockPower and OG strength.vs. OT anchor in pass pro
Finesse MovesEffectiveness of speed rush, spin, and swim moves. Speed-to-power edge rushers with elite finesse win before blockers can set their feet.OVR: DE 22%. Counters OT passBlockFinesse and footwork.vs. OT recovery footwork
Block SheddingDisengaging from blocks in run defense. Combines hand technique with leverage to redirect off blocks and make run stops.OVR: DE 18%. Directly opposed by OL impactBlocking and runBlock.vs. OT/TE run block attempt
Hit PowerPhysical force behind collision contact. Used to create fumble opportunities, knock backs, and force quick re-routes on run plays.OVR: DE 12%. Bonus vs. RB when DE makes run stop.vs. RB contact
Play RecognitionRun-pass diagnosis at the snap. DE with high PR sets the edge faster on runs and does not over-pursue on play-action.OVR: DE 10%. Reduces impact of play-action fake. Affects pursuit angle.vs. QB play-action, RB misdirection
Break SackSpeed rushers with high BreakSack sense QB release timing and redirect from the sack lane, while also anticipating hot routes.OVR: DE 3%. Slot 11 in struct. Used for QB scramble reads.vs. QB mobility on scramble

Defensive Tackle (DT)

AttributeDescriptionOn-Field EffectKey Matchup
Power MovesInterior bull-rush, push-pull, and rip technique. Elite DTs collapse the pocket from inside, forcing the QB to step up into pass rushers.OVR: DT 18%. Primary counter to OG passBlockPower.vs. OG/C in pass protection
Finesse MovesInterior swim, spin, and push-pull technique for gap penetration. 3-tech DTs with elite finesse disrupt runs before they develop.OVR: DT 14%. Combats OG runBlockFinesse.vs. OG zone blocking
Block SheddingDisengaging from double-teams and single blocks. The most critical DT skill — if they cannot shed, they clog the gap without stopping anyone.OVR: DT 16%. Highest of all DT attributes for run defense.vs. double-team OG+C
Hit PowerCollision force on run tackles. High hit power DTs jar the ball loose and prevent runners from gaining yards after contact through the A-gap.OVR: DT 12%. Directly combats RB trucking.vs. power RB, short-yardage
Play RecognitionInterior run-pass reads. DTs with high PR do not get displaced by misdirection and hold gap assignment on counter plays.OVR: DT 10%. Reduces RB ballVision advantage in A/B gaps.vs. trap and counter

Linebacker (LB)

AttributeDescriptionOn-Field EffectKey Matchup
Power MovesBlitz pass-rush power technique when LB is sent off the edge or through the A-gap. MLBs with power moves make QB-threatening blitzes pay off.OVR: 10% (blitz-weighted LBs higher). Counters OL passBlockPower on blitz.vs. G/T on LB blitz
Finesse MovesSpeed-rush and spin technique on LB blitzes. Faster OLBs use finesse to beat slower linemen around the corner.OVR: 8%. Complements or replaces power based on LB archetype.vs. RB pass-pro chip
Block SheddingFreeing up from OL and TE contact to reach the ball carrier. Critical for run-stopping LBs who must disengage blocks at the 2nd level.OVR: LB 12%. Counters OL impactBlocking and TE impact block.vs. OL seal on 2nd level
Play RecognitionRun-pass-option reads at the snap. High PR LBs hold their gap and are not sucked in by draw plays or play-action fakes before diagnosing the real play.OVR: LB 10%. Reduces run playerBonus by raising defenderScore.vs. RB ballVision, QB play-action
BlitzSpecialized effectiveness when the LB is called to blitz. Combines timing, gap selection, and first-step burst to maximize blitz efficiency.OVR: varies. Future: discrete blitz event modifier on pass plays.vs. QB awareness, OL ID
Hit PowerPhysical force behind hits — tackles with bad intentions. Jarring hits from LBs cause fumbles, route hesitation, and wear down receivers over time.OVR: LB 10%. Pass yards bonus: high defHitPower reduces receiver YAC.vs. TE/RB over the middle

Cornerback (CB)

AttributeDescriptionOn-Field EffectKey Matchup
Man CoverageAbility to shadow a receiver in isolation without safety help. The ultimate 1-on-1 coverage skill — elite man corners change game plans.OVR: 20%. Directly reduces QB comp% bonus via defenderScore.vs. WR separation, slot receiver
Zone CoverageDiscipline and zone execution in off-man, Cover 2, Cover 3, and Cover 4. Maintaining proper zone depth and passing off receivers.OVR: 11%. Also in defenderScore formula alongside manCoverage.vs. WR crossing routes
PressPhysical jam-and-redirect at the line of scrimmage. Elite press corners disrupt route timing entirely, making mid and deep routes run late.OVR: 11%. Future: adds delay to route depth computation — turns mid into deep.vs. WR release, route timing
Play RecognitionPre-snap read and snap-time diagnosis. Ball-hawk CBs who jump routes are the biggest single-play game-changers on defense.OVR: 11%. Directly in defenderScore. High PR CBs reduce completion% per snap.vs. QB reads, route recognition
Kick ReturnReturn effectiveness on punts and kickoffs. Explosive CBs with elite kick return change field position and score. Secondary use of speed/agility.Card display (displayed with fallback: speed×0.70 + agility×0.30).vs. coverage unit speed

Safety (FS / SS)

AttributeDescriptionOn-Field EffectKey Matchup
Play RecognitionPre-snap diagnosis of run-pass and route concept identification. FS with elite PR neutralizes the deep ball by positioning before the snap. Most important FS attribute.OVR: FS 16%, SS 12%. #1 attribute in defenderScore. Reduces deep comp%.vs. QB deep read, TE seam
Block SheddingRun-fill block shedding ability. SS who cannot shed blocks are blocked out of run plays at the second and third levels.OVR: SS 10%. Slot 32 (before hitPower 33). Combats RB/WR stiff-arm.vs. TE block, pulling G
Hit PowerPhysical enforcement force behind the SS. Elite hit power creates ball-jarring contact, intimidates WRs over the middle, and stops power backs in run support.OVR: SS 12%, FS 8%. Slot 33. Reduces pass yards bonus (receiver YAC).vs. TE/WR over-middle, RB run fill
Zone CoverageDeep-half, deep-third, and Cover 2 zone execution. FS must cover vast real estate; zone execution determines how many seams are left open.OVR: FS 18%, SS 14%. In defenderScore formula. Reduces QB completion%.vs. WR deep, TE seam

Kicker (K) / Punter (P) / Long Snapper (LS)

AttributeDescriptionOn-Field EffectKey Matchup
Kick AccuracyAbility to split the uprights from any angle and distance. K accuracy is the primary determinant of field goal success rates.OVR: K 35%. FG chance formula: baseChance + offStrength/1000. Future: accuracy directly in base chance.vs. distance, weather, pressure
Kick PowerRaw leg strength determining max distance. High power enables 55+ yard FG attempts and gives kickoffs more depth to reduce return yardage.OVR: K 35%, P 40%. Determines whether long FG attempts are viable.vs. distance threshold (50+)
Hang TimeDuration the ball stays in the air on punts. High hang time gives coverage units more time to get downfield before returner catches the ball.OVR: P 15%, K 0%. Future: reduces return yardage on punts.vs. punt returner speed
ComposureFor K/P, the most critical mental attribute. A 90-rated kicker with 40 Composure misses chip shots in playoffs. A 75-rated kicker with 99 Composure drills the 53-yarder to win.OVR: K clutch×15%. Future: large modifier on high-leverage FG situations.vs. hostile crowd, playoff pressure

4. Character Traits & Their Effects

Character traits are permanent personality attributes assigned at generation. They affect development rate, team chemistry, contract negotiations, media relations, and in-game clutch performance. Unlike ratings, traits cannot be trained — they are who the player is.

4A. Behavioral Traits

TraitOn-Field EffectOff-Field / Front Office EffectProbability TriggerCounterpart
Work EthicElite workers make outsized gains from training. Poor work ethic means training points are wasted and development stalls.Elite: +15% development rate, faster recovery. Poor: -10% dev, coaches frustrated, potential locker-room drag.Every off-season: dev multiplier 1.0× to 1.15× (elite) or 0.90× (poor).Coached harder by high-Coachability staff
CoachabilityHighly coachable players adjust schemes faster (reduced first-4-week adaptation penalty). Difficult players fight the system.High: GM relationship +, scheme switch penalty minimal. Difficult: locker-room tension, staff relationship −.Scheme change: difficult players -5 to all ratings for weeks 1–4.Coaching staff quality
LeadershipHigh-leadership players elevate surrounding talent. In close games, high-leadership units perform above their rating.High: team morale +2 per season, younger players develop faster around leaders. Low: morale drains faster after losses.Close games (within 7): leader effect applies to next 3 plays.Team GPA / cohesion score
Big Game Player+5 Composure in playoffs, Super Bowl, and rivalry games. Stats inflate in high-stakes contexts.Franchise value boost. Scouts and BLITZ network notice big-game performances.Playoff game: +5 composure → directly boosts comp%, run bonus.Opponent’s own big-game player
Clutch Performer+5 Composure in 4th quarter, red zone, and 2-minute drill situations specifically.Fan engagement +, jersey sales boost, contract leverage in extension.4Q, 2-min, RZ: +5 composure → comp% boost, run yards boost.Defender’s composure in same situations
Injury ProneInjury rate × 1.5 (InjuryEngine modifier). More likely to suffer high-severity injuries.Insurance clause in contracts, cap dead money risk, team wary of long-term deals.Every play: injury_prone multiplies InjuryEngine rate × 1.5.Opponent tackle power / hit power

4B. Personality Traits (TraitLevel: Low/Medium/High/Elite)

TraitLowHigh / EliteIn-Game EffectFront Office Effect
GreedUnderpaid gladly. Plays for winning, not money. Accepts team-friendly deals.ELITE: demands max market value every extension. Holds out if underpaid. Cap strain risk.None directly. Indirectly: holding out = reduced training.Contract demands 10–40% above market at Elite Greed.
LoyaltyWill leave in free agency for highest bidder. Treats the franchise as a stepping stone.HIGH: discount re-signs, resists trade requests, career-long devotion. May accept below-market to stay.None directly. +Morale for loyal veterans on roster.High loyalty: FA departure chance -30%. Low: departure chance +20%.
AmbitionLOW: comfortable as backup, no development drive push.HIGH: demands starting role. Discontented on bench. Drives extra development effort.High ambition + starter role: +5% dev rate bonus.High ambition + backup role: morale −, trade request risk.
EgoLOW: humble, media-friendly, no locker-room issues.HIGH/ELITE: media magnets — BLITZ mentions more. Locker-room tension if team losing. Postgame controversies.ELITE ego + big game + win: IT Factor trigger probability +5%.ELITE ego + losing streak: team morale −5 per week.

5. IT Factor & GOAT Intangible

The IT Factor is the rarest attribute in BrannGM: Football ’26 — an emergent, hidden quality that cannot be trained, cannot be scouted at generation, and cannot be predicted. It reveals itself through performance over time. Think Patrick Mahomes engineering a 4th-quarter comeback when analytics say it is statistically impossible. Think Tom Brady getting cooler as the stakes get higher. This is that quality, encoded into the game.

5A. IT Factor Architecture

PropertyHow It WorksReveal ConditionEffect Range
IT Factor LevelHidden numeric 0–4 scale. Level 0 = ordinary player. Level 1 = reliable. Level 2 = clutch. Level 3 = star-defining. Level 4 = all-time GOAT. Assigned at generation but not visible until conditions are met.Level 1 visible after 16 qualifying moments. Level 2 after 32. Level 3 after 64. Level 4 — the GOAT tier — requires 100+ qualifying moments AND age 28+ with 3+ seasons of elite production.0–5 point composure bonus scaling with level
Composure Bonusplayer.itFactor.composureBonus is added to the derived Composure value in PlayerCardEngine. This means IT Factor players literally perform better under pressure at every single snap — not just in obvious clutch moments.Always active once IT Factor is revealed. Cannot be hidden.Level 1: +1. Level 2: +2. Level 3: +4. Level 4 (GOAT): +5
Qualifying MomentA play outcome that tests and reveals the IT Factor. Conditions: game is within 7 points, 4th quarter or overtime, player is on the field, and the play results in a stat (completion, TD, tackle for loss, turnover forced).InjuryEngine tracks these moments in PlayerSeasonRecord. They persist in career stats and OVR history.Each qualifying moment: cumulative reveal counter +1
GOAT Tier (Level 4)The rarest designation. A Level 4 IT Factor player is a franchise-defining once-in-a-decade talent. Their composure bonus means they perform at their statistical maximum even in hostile environments and playoffs.Requires: 100+ qualifying moments, age ≥ 28, 3+ seasons of top-3 positional OVR in the league, no off-field red flags (no high Ego + low Loyalty combination).+5 Composure. BLITZ headline triggers on every qualifying game. HOF probability ×2.

5B. IT Factor Probability by Position

PositionIT Factor Gen ProbabilityMost Common LevelHow It Shows
QBLevel 1+: 18% of generated QBs. Level 3+: 2%. Level 4 (GOAT): 0.3%Level 1–2 (clutch starter)4th-quarter comebacks; comp% surge in 2-min drill
RBLevel 1+: 14%. Level 3+: 1.5%. Level 4: 0.2%Level 1–2Extra yards on goal-line; broken tackles in clutch
WRLevel 1+: 15%. Level 3+: 1.8%. Level 4: 0.25%Level 1–2Spectacular catch in close games; route separation surge
LB / DELevel 1+: 12%. Level 3+: 1.2%. Level 4: 0.15%Level 1Sack at pivotal moment; forced fumble; batted pass
CB / SLevel 1+: 13%. Level 3+: 1.3%. Level 4: 0.18%Level 1Game-sealing INT; pass breakup on 4th down
OLLevel 1+: 8%. Level 3+: 0.8%. Level 4: 0.08% — rarestLevel 1Pancake block on 4th-and-1; zero allowed sacks in playoff game
KLevel 1+: 16%. Level 3+: 2%. Level 4: 0.35% (highest per-play impact)Level 2 (clutch kicker lore)Walk-off FG; converts in hostile environment

5C. The GOAT Intangible in a Live Game

When a Level 4 IT Factor player is on the field in a qualifying moment, the following probability modifiers stack on top of the standard matchup algorithm:

QB GOAT: completion% base rates increase by 3–5% in the 4th quarter and OT. Deep accuracy ceiling raises from 95% to 98%.

RB GOAT: run yards bonus gets an additional +1.5 yards in red zone and 4th-quarter carries.

WR GOAT: pass yards bonus adds +1 yard on every completion in close games. Spectacular Catch event probability doubles.

LB/DE GOAT: sack probability increases by 0.5% per play (from 4.5% to 5.0%), and forced-fumble rate on tackles doubles.

CB/S GOAT: defenderScore in the algorithm increases by 0.02 flat (equivalent to having ~3 extra rating points on all coverage attributes).

K GOAT: FG base chance gets +3% in pressure situations (playoffs, final 2 minutes, score within 3).

The GOAT tier is intentionally rare and never overtly announced mid-game. Players and coaches discover it through pattern recognition over seasons — the same way real sports teams come to believe in a player’s clutch DNA.

6. Matchup Probability & Algorithm Breakdown

This section documents exactly how ratings resolve against each other in a live game. All formulas reference the actual GameSimEngine.swift implementation. Understanding these relationships allows you to design rosters, draft classes, and game plans that exploit or shore up specific matchup weaknesses.

6A. Core Algorithm Structure

Every play resolves through two layers:

Team Strength Layer — offStrength vs. defStrength (aggregate roster OVR weighted by depth chart) produces a strengthDiff that modifies base probability by ±12% (pass) or ±2.5 yards (run).

Individual Player Layer — specific player ratings modify the outcome on top of the team layer. This is the new system added in Task #96.

Individual rating contribution formula:

Formula
ratingBonus(r) = r == 0 ? 0.0 : (r – 70.0) / 145.0

This maps any rating to a bonus/malus:

RatingBonusMeaning
40 (floor)−0.207Maximum negative modifier — coverage/rush completely dominates
55 (below avg)−0.103Weakness — opponent has a clear advantage here
70 (average)0.000Neutral — no bonus or malus from this attribute
85 (above avg)+0.103Strength — provides noticeable positive contribution
99 (elite)+0.200Elite — maximum modifier. Separates all-time greats from very good
0 (not set)0.000Neutral fallback — uses derived legacy value instead

6B. Pass Play Matchup — QB vs. Coverage

This is the most complex matchup in the sim. Three player groups interact simultaneously: QB rating, receiver rating, and defender rating.

Completion Probability Formula:

Formula
baseChance: Short=71% Mid=60% Deep=45% Screen=81%
teamBonus = strengthDiff × 12%
playerCompBonus = (qbScore + recScore − defScore) × 10%
completionChance = clamp(15%–95%, baseChance + teamBonus + playerCompBonus)

QB Score Breakdown:

Formula
qbScore = (shortAcc×3 + throwUnderPressure + intelligence + composure + vision) / 7

The accuracy attribute is weighted 3× — meaning it is 3× as important as any single mental attribute. A QB who is elite at accuracy but mediocre mentally still outperforms a mentally elite QB who cannot throw accurately.

Receiver Score (minor contribution to completion%):

Formula
recScore = (catchInTraffic + shortRouteRunning) / 2 × 0.30

Defender Score:

Formula
defScore = (manCoverage + zoneCoverage + playRecognition + decisions) / 4
Scenariocomp% on Short RouteExplanationRun the Same Play?Adjustments
99 QB vs 40 CB~76% (+5% bonus)Elite QB rating bonus: +4.7% from player layer alone. Team layer adds more if offense > defense overall.Yes — repeatedly. This is a favorable matchup.Attack with deep routes to exploit accuracy ceiling.
75 QB vs 85 CB~66% (−4% penalty)Below-average QB with above-average coverage. Deficit from both player AND team layers likely.Only if receiver wins separation — use screen/short.Shorter routes minimize penalty. Check down faster.
90 QB vs 90 CB~71% (neutral)Elite vs. elite: player bonuses cancel. Outcome determined by team strength difference and random variance.Yes — game management. Routes matter more than brute rating.Use receiver separation to tilt the equation.
75 QB vs 40 CB (blown coverage)~73% (+2%)Average QB gets bonus vs. bad coverage. Good teams create these mismatches by design.Every time — that’s the scheme working.Target the weak corner in man schemes.

Pass Yards After Completion Formula:

Formula
playerYardsBonus = (recScore_yac − defScore_yac) × 1.8
recScore_yac = (yardAfterCatch + elusiveness + separation + catchInTraffic) / 4
defScore_yac = (playRecognition + tackling) / 2

A WR with 99 YAC/elusiveness vs. a 40-rated CB: +0.73 yards per completion. Over 30 completions in a game = +22 YAC yards. This is why elite slot receivers accumulate massive yards on 5-yard targets.

6C. Run Play Matchup — RB vs. Front 7

Run plays resolve through a single formula that pits the carrier’s skill set against the defender’s stopping ability.

Formula
base = 3.6 (inside run) or 4.4 (outside run)
playerBonus = (carrierScore − defenderScore) × 2.5
carrierScore = (ballVision + breakTackle + trucking + jukeMoves + elusiveness + vision + decisions) / 7
defenderScore = (blockShedding + tackling + hitPower + playRecognition) / 4
totalYards = base + styleBonus + strengthDiff×2.5 + playerBonus + random(−4 to +9)
CarrierDefenderPlayer BonusNet Yards RangeMatchup Verdict
99 all carry attrs40 all def attrs+1.02 yards~4.6 avg + randomElite back vs. bad run D: exploit repeatedly
40 all carry attrs99 all def attrs−1.02 yards~2.6 avg + randomBad back vs. elite D: abandon run game
Power RB: 95 trucking, 40 jukeSpeed LB: 40 blockShed, 95 tackleCarrier advantage (truck > shed)~4.0 avg — fights for yardsPower back vs. speed LB: grind
Scat RB: 95 juke, 40 truckPower DT: 95 blockShed, 95 hitPowerSlight DT advantage (hitPower counters juke)~3.2 avg — runs get snuffedJuke back in A-gap vs. elite DT: disaster

6D. WR vs. CB / LB / Safety

WR MatchupWR Key AttrsDefender Key AttrsComp% EffectYAC Effect
WR vs. Press CBRelease, separation, shortRouteRunningPress, manCoverage, decisionsCB press: future route delay (net −2–3% comp%)Separation → YAC if CB beaten at line
WR vs. Zone CBshortRouteRunning, midRouteRunning, visionzoneCoverage, playRecognition, decisionsdefScore formula: −2–4% comp% at 90+ zone CBZone coverage limits YAC via positioning
WR vs. LB (slot)speed, shortRouteRunning, catchInTrafficzoneCoverage, speed, tacklingLB usually loses comp% battle (lower cov rating). +2–4% to WR.LB high hitPower kills YAC if contact made
WR vs. FS (deep)deepRouteRunning, spectacularCatch, speedplayRecognition, zoneCoverage, speedFS playRecognition biggest factor. 99 PR FS = −2% comp% on deep.FS high speed closes: caps YAC on deep completions
WR vs. SS (short/mid)catchInTraffic, stiffArm, breakTackle (TE-like WR)hitPower, blockShedding, tacklingSS rarely in comp% formula (CB handles that)SS hitPower: major YAC reducer. −0.5 to −1.0 yards.

6E. TE vs. LB / Safety

TE MatchupTE Key AttrsDefender Key AttrsComp% EffectYAC Effect
TE vs. ILB (zone seam)shortRouteRunning, midRouteRunning, catchInTrafficzoneCoverage, playRecognition, decisionsLB zone lower than CB zone: TE gets +3–5% comp% over ILBbreakTackle makes TE yards-after-catch reliable
TE vs. SS (inline run)impactBlocking, strength, runBlockblockShedding, hitPower, playRecognitionRun blocking: impactBlocking vs. blockShedding directly opposedHigh SS hitPower negates TE run block
TE vs. CB (mismatch)size, catchInTraffic, breakTacklemanCoverage, press, size mismatchCB vs. TE: CB man coverage -3–5% vs. TE size. Mismatch is real.TE breaks CB arm-tackle easily. Major YAC.

6F. OL vs. DE / DT

OL MatchupOL Key AttrsDefender Key AttrsCurrent Sim EffectPlanned Enhancement
OT vs. Speed DE (pass pro)passBlockFinesse, passBlockPower, techniquefinesseMoves, speed, breakSackTeam strength layer captures this. OT OVR reflects finesse/power.Individual matchup modifier on sack rate
OT vs. Power DE (pass pro)passBlockPower, strength, anchorpowerMoves, strength, blockSheddingOT OVR 22% passBlockPower, 18% finesse. Reflects both threats.Sack probability: 4.5% → modified by matchup
OG vs. DT (run block)runBlockPower, runBlockFinesse, leadBlockpowerMoves, blockShedding, hitPowerTeam run strength captures aggregate. DT blockShedding in defenderScore.OG runBlockPower to directly modify run playerBonus
C vs. DT (zone blocking)passBlockFinesse, runBlockFinesse, intelligencefinesseMoves, speed, pursuitC intelligence key for line call adjustments (future).C intelligence modifies team INT rate on blitz pickups

6G. QB vs. Pass Rush (Sack Probability)

Current implementation: sack rate is 4.5% flat on all pass plays, independent of individual player ratings. This is the primary candidate for future enhancement in GameSimEngine.

FactorCurrent EffectPlanned Enhancement
DE powerMoves / finesseMovesCaptured in team defStrength (DE OVR = 25% powerMoves). High DE OVR teams get higher strengthDiff → better overall.Direct: each % of powerMoves above 70 = +0.05% sack rate per snap.
QB throwUnderPressureAlready wired into completionChance formula (1× in qbScore). QBs with high TUP complete more passes even when sack is threatened.Future: high TUP reduces sack probability when DE is within sack threshold.
QB release (fast release)Used in OVR calculation (5% weight). Not yet in sack probability formula.Fast release (-0.5% sack probability per 10 release points above 70).
QB breakSackDisplayed on card. In OVR at 1% weight. No direct sack modifier currently.High breakSack converts 30% of ‘sack’ outcomes into scrambles instead.
OL passBlockPower / FinesseWired into OL OVR only (indirect). Not yet per-snap matchup.OT passBlockFinesse directly reduces speed-rush sack probability.

6H. LB Blitz vs. QB / OL

SituationLB Attrs UsedCountered BySuccess RateRisk
ILB A-gap blitzblitz, powerMoves, speedC intelligence, RB pass-pro chip4.5% base sack rate + LB speed bonus (future)Leaves zone hole: TE/RB open underneath
OLB edge blitzfinesseMoves, speed, breakSackOT passBlockFinesse, RB chipHigher vs. poor OTs. Future OT vs. LB speed matchup.Speed WR releases cleanly into vacated zone
Safety / CB blitzspeed, hitPower, playRecognitionQuick release QB, hot route (screen or slant)Low if QB reads it (high decisions + intelligence)Single coverage on outside WR against CB blitz

6I. Special Teams Matchups

SituationKey AttrsDefender Key AttrsFormulaEffect
FG AttemptkickAccuracy, kickPower, composure, clutchNone (special teams unit speed)base: ≤33yd=95%, ≤43=85%, ≤50=72%, 51+=55%. +offStrength/1000.Kicker clutch + IT Factor future: +3% in 2-min
PuntkickPower, hangTime, composurereturner kickReturn, speedhangTime vs. returner speed: future YAC reduction formula.Net punt yards shifted by ±5 at elite mismatch
Kickoff / ReturnReturner kickReturn, speed, elusivenessCoverage unit speed, pursuitReturn: kickReturn×0.70 + speed×0.30. Future discrete event.Elite returner: +10–15 yard field position swing

6J. Overall Matchup Priority Chart

Use this chart to understand which attributes matter most when building a roster or evaluating a trade.

SituationMost Important Offensive AttrsMost Important Defensive AttrsExpected Score Swing
Pass-heavy offenseQB shortAcc/midAcc (70% weight in qbScore), intelligence, WR catchInTrafficCB manCoverage + playRecognition, FS playRecognition±4–8% comp% per snap. ±0.7 yards per completion.
Smashmouth run gameRB trucking + ballVision, OL runBlockPowerDT blockShedding + hitPower, LB playRecognition±1 yard per carry. Over 25 carries: ±25 yards.
Deep passing attackQB deepAccuracy + armStrength, WR deepRouteRunningFS playRecognition + zoneCoverageBase 45% completion. ±4% player layer on top.
Screen / west coastQB shortAcc, RB jukeMoves/elusiveness, WR YACLB decisions, CB tacklingBase 81% screen comp%. ±0.7 yards YAC per catch.
Red zone (scoring)QB composure, WR catchInTraffic, TE impactBlockCB press, SS hitPower, DT blockSheddingIT Factor RZ bonus: +1.5 yards run, +2% comp% for GOAT.
2-minute drillQB intelligence, composure, decisions; WR separationCB decisions, FS playRecognitionClutch Performer trait: +5 composure → +0.5% comp% cumulative.
Blitz pickupQB throwUnderPressure, intelligence; RB pass-proLB blitz + finesseMoves, SS speedCurrent: flat 4.5% sack. Future: ±1.5% around base.

7. System Summary — How It All Connects

BrannGM: Football ’26 uses a layered probability architecture. No single rating determines an outcome. Instead, outcomes emerge from the interaction of:

Physical ratings → determine position archetype potential and OVR ceiling

Mental ratings → determine how consistently a player performs at that ceiling

Technical ratings → determine the specific on-field skills that resolve each play type

Character traits → determine development trajectories, team chemistry, and clutch modifiers

IT Factor → determines ceiling-breaking performance in high-leverage moments

Team strength layer → sets the baseline probability for every play

Individual player layer → adjusts that baseline by ±4–8% (pass) or ±1 yard (run) per snap

Randomness → ensures no game is perfectly predictable, simulating real football variance

The beauty of this architecture is that infinite unique player combinations produce infinite unique matchup dynamics. A physically inferior team with high-intelligence, high-composure players can defeat a physically dominant team in a game of chess. A freak athlete with low mental ratings will boom-or-bust unpredictably. A player with Level 4 IT Factor will deliver the impossible play when everything is on the line.

LayerAffectsMagnitude
Team OVR (strength)All plays — sets base probabilityPass: ±12% comp% per 100-point OVR diff. Run: ±2.5 yards per 100-point diff.
Individual QB ratingsAll pass plays±4.7% max completion chance. Accuracy 3× weighted.
Individual WR/TE ratingsCompletion% (minor), YAC (moderate)±0.73 yards per completion (cumulative over game = ±22 yards).
Individual CB/S ratingsAll pass plays−4.1% max completion chance at 99 coverage vs. 40 QB.
Individual RB ratingsAll run plays±1.02 yards per carry. Over 25 carries = ±25 yards per game.
Individual LB/DT ratingsAll run playsSame magnitude, opposite sign: elite run D negates elite RB.
Character traits (Composure)Clutch situations (4Q, playoffs, RZ)+5 composure from Big Game Player → ≈0.3% comp% per snap in qualifying moments.
IT Factor GOAT (Level 4)All qualifying moments+5 composure always active. QB: +3–5% comp% surge. Sack: +0.5% force rate. FG: +3% clutch.

BrannGM: Football ’26 — Built for infinite stories, infinite matchups.

05
Chapter

Character Traits in Play

Overview

BrannGM: Football ’26 — Player Character Traits Reference

THE 7 CHARACTER TRAITS — WHAT THEY ARE & WHAT THEY DO

TraitValuesBadge ColorsAffectsDescription
GREEDLOW / MED / HIGHGREEN / OLIVE / REDContract demands, FA decisionsHow money-motivated the player is. HIGH = demands max contract (Le’Veon Bell sat out a season). LOW = will take a hometown discount. Directly sets his salary demand in the EXTEND tab.
LOYALTYLOW / MED / HIGHGREEN / OLIVE / REDFree agency, trade requests, moraleHow attached the player is to his current team. HIGH loyalty = franchise cornerstone (Peyton Manning with Colts 1998-2011). LOW loyalty = will go to whoever pays or is winning (Kevin Durant).
AMBITIONLOW / MED / HIGHGREEN / OLIVE / REDMorale, FA destination, ring-chasingHow hungry the player is for a championship. HIGH ambition on a losing team = unhappy, may force a trade. LOW = content collecting a paycheck (many journeymen). Used in contract-quote generation.
EGOLOW / MED / HIGHGREEN / OLIVE / REDLocker Room Impact, coachability, team chemistrySelf-importance level. HIGH = the T.O. / Antonio Brown / Randy Moss type: brilliant but me-first. Directly reduces Locker Room score. LOW = team-first selfless player (Barry Sanders, Walter Payton).
WORK ETHICPoor/Average/Good/EliteDevelopment tabDevelopment multiplier (0.70×–1.50×)How hard the player works in the offseason. Applies as a multiplier to every positive yearly OVR delta. Elite work ethic = Brady-level obsession with improvement. Mapped to LOW/MED/HIGH for display.
PERSONALITYDifficult/Average/HighDevelopment tabCoaching stars, scheme bonus, dev multiplierHow well the player responds to coaching (Coachability in sim). HIGH = absorbs instruction (learns a new system overnight). DIFFICULT = resists coaching — reduces coachability bonus in development formula.
LEADERSHIPLow/Medium/HighDevelopment tabLocker Room Impact, team chemistry, mentor creditLocker-room presence and captain-level influence. HIGH leadership raises the Locker Room score and in a future feature will boost development of younger players nearby (mentor effect).

Greed

GREED — Money Motivation

LevelBadgeContract ImpactNotes / NFL Parallel
LOWGREENWilling to take 15-25% below market value. Prioritises winning, longevity, comfort.Rare. Tom Brady took 30-50% below market for 15 years to let the Patriots build around him. Jason Kelce restructured multiple times. Badge: player is ‘easy’ to sign.
MEDOLIVESeeks fair market value (player.marketValue). Standard negotiation.Most veterans. Will sign at roughly their projected market value. May push for guaranteed money. No major red flags in negotiation.
HIGHREDDemands 120-140% of market value. Will explore every offer. May hold out.Le’Veon Bell sat out the 2018 season to hit free agency. Dez Bryant held out. HIGH greed players are expensive to extend, may go through offer/reject cycles. Sets a higher demandSalaryK in ContractManageView.

GREED GENERATION RATES BY TALENT TIER

Talent TierLOW %MED %HIGH %
S+ Generational~17% LOW~33% MED~50% HIGH
S Superstar~17% LOW~33% MED~50% HIGH
A Star~33% LOW~50% MED~17% HIGH
B Quality Starter~50% LOW~33% MED~17% HIGH
C/D/F Backup~50% LOW~50% MED~0% HIGH

Loyalty

LOYALTY — Team Attachment

LevelBadgeGame ImpactNotes / NFL Parallel
LOWGREENWill leave at first opportunity. High chance of pursuing FA / requesting trade. Contract offer accepted only if team is winning OR offer is max.Kevin Durant (Warriors → Nets → Suns). Kyrie Irving. In Football: Antonio Brown demanding trades from 3 teams in 3 years. LOW loyalty players have low morale on rebuilding teams.
MEDOLIVEWill stay if offer is reasonable and team has a winning plan. Open to trade if right situation arises.Most veterans land here. Will shop around but won’t force a trade. Can be convinced to stay with a slightly above-market offer or by pointing to the team’s championship window.
HIGHGREENStrong preference to stay. Will sign extensions early. Will accept below-market to stay.Peyton Manning (Colts, 1998-2011). Philip Rivers (Chargers, 2004-2019). Larry Fitzgerald. HIGH loyalty = morale bonus, easier and cheaper to re-sign. Does not want out even if team is 4-13.

LOYALTY × MORALE INTERACTION

Loyalty LevelTeam SituationMorale Result
HIGH LoyaltyAny team recordStable morale. Doesn’t need winning to be happy.
MED LoyaltyWinning teamMorale neutral to positive.
MED LoyaltyLosing teamMorale neutral to slightly negative.
LOW LoyaltyWinning teamMorale slightly negative (wants max contract regardless).
LOW LoyaltyLosing teamMorale negative. High risk of requesting trade.

Ambition

AMBITION — Winning Drive

LevelBadgeGame ImpactNotes / NFL Parallel
LOWGREENContent regardless of team performance. No ring-chasing. Won’t push for trades based on winning.Journeymen making the most of a career. Many 15-year backup QBs fall here — happy to be in the league. No urgency. Easy to manage. Won’t cause problems.
MEDOLIVEWants to win but won’t sacrifice money or team for it. Will mention it but won’t demand a trade.Most starters. Prefers a winning team but won’t force a trade for it. May become slightly restless after 2+ losing seasons but handles it professionally.
HIGHREDActively seeking a championship. If team is rebuilding, morale drops sharply. May request trade to a contender.Kevin Durant left OKC saying he wanted to be in a better situation. Randy Moss demanded a trade from Minnesota. FUTURE: HIGH ambition + losing team = morale hit + contract discount for contenders.

AMBITION EFFECTS ON DEVELOPMENT

FUTURE FEATURE: HIGH ambition players may develop FASTER when on a winning team (motivation bonus) and SLOWER on a losing team (checked-out). LOW ambition players have flat development regardless of team record — stable but uninspired. This would layer on top of the existing work ethic multiplier.

Ego

EGO — Self-Importance (The T.O./Antonio Brown Factor)

LevelBadgeGame ImpactNFL Examples & Notes
LOWGREENTeam-first. Selfless. +2 pts to Locker Room score. Boosts team chemistry and mentor effect on younger players.Barry Sanders (Detroit, humble despite being one of the GOAT RBs). Walter Payton. Joe Thomas (never complained on a losing Browns team). LOW ego = easiest player to coach. Coachability and Leadership shine.
MEDOLIVENormal self-belief. No significant positive or negative effect on locker room (0 pts).The vast majority of NFL players. Confident but not disruptive. Standard leadership dynamic. Most All-Pro players land here — they know they’re good but don’t let it become a team problem.
HIGHREDMe-first. -2 pts to Locker Room score. May undermine coaches, demand targets/touches. Toxic if combined with LOW coachability.Terrell Owens (Eagles 2004 — 9 TDs then boycotted practice, was suspended). Antonio Brown (3 teams in 3 years). Randy Moss (attitude issues in Minnesota). Chad Johnson. Still generationally talented — just hard to manage.

LOCKER ROOM SCORE FORMULA (derived from Ego + Leadership + Coachability)

ComponentPointsNote
Leadership HIGH+2
Leadership MED+1
Leadership LOW0
Ego LOW+2Selfless = positive culture
Ego MED0
Ego HIGH–2Me-first = chemistry drain
Coachability HIGH+1Accepts coaching = sets good example
Coachability AVG0
Coachability DIFFICULT–2Resists coaching = toxic influence

LOCKER ROOM SCORE → BADGE LABEL

ScoreLabelMeaning
≥ 4CAPTAINTeam leader. Rare. Sets the culture.
2–3GREATStrong locker room presence.
0–1NEUTRALAverage chemistry contribution.
–1DISRUPTIVECreates friction. Coach has to manage carefully.
≤ –2TOXICLocker room cancer. Risk of team discord (T.O./AB level).

Morale

MORALE — Derived Happiness Score (1–10)

MORALE FORMULA

ComponentModifierReason
Base+5Neutral baseline for every player.
Loyalty HIGH+2Deeply attached — morale anchored to team.
Loyalty LOW–1Ready to leave — lower baseline happiness.
Ego LOW+1Team-first attitude = personally content.
Ego HIGH–1Self-important = always slightly dissatisfied.
Ambition HIGH–1Ring-hunger = restlessness if team is mediocre.
Work Ethic ELITE/GOOD+1Hard workers find meaning in the process.
Work Ethic POOR–1Lazy players are also often unhappy.
Greed LOW+1Not money-driven = not stressed about contracts.
Greed HIGH–1Always eyeing the next deal = chronic dissatisfaction.

MORALE → DISPLAY ARROW (PGM3 circle)

Score RangeArrowCircle ColorMeaning
7–10↑ Up arrowGreen circleHappy, energised, committed to team.
4–6→ Right arrowOrange circleContent, neutral. Standard player.
1–3↓ Down arrowRed circleUnhappy. Risk of locker room issues, trade requests.

Contract Management

Contract Management — Extend / Restructure / Franchise Tag Rules

EXTEND CONTRACT

SettingRule
AvailableAlways — during season OR offseason.
Demand Salaryplayer.marketValue (position-scaled, OVR-adjusted). Modulated by Greed: HIGH greed → 120-140% of market.
Demand Bonus30% of demand salary (NFL signing bonus norm).
Demand YearsS+/S tier → 4-5 yrs / A tier → 3-5 / B → 2-4 / C/D/F → 1-3.
Acceptance thresholdOffer salary ≥ 90% of demand. Below this = player rejects. Greed HIGH → threshold rises.
Weight — FrontHigher salary early years. Costs more upfront cap space.
Weight — BalancedEqual distribution. Standard NFL deal.
Weight — BackLower cap hit now, increases later. Creates short-term cap flexibility.
Effect on MoraleSigning an extension raises Loyalty satisfaction. HIGH greed player who gets max deal = morale up.

RESTRUCTURE

SettingRule
When allowedOffseason ONLY (Season.week == 0 or > 18). Mid-season restructure blocked — modal shows ‘Can’t Restructure Now’.
MechanicsConvert base salary into signing bonus. Spreads cap hit over remaining years. Frees up current-year cap space.
TradeoffAccelerates dead cap — if player is released AFTER restructure, dead cap explodes (Saints, Raiders history).
Loyalty/Greed effectHIGH greed player may resist restructure (lower pay now). HIGH loyalty player may agree to protect the team cap.

FRANCHISE TAG

SettingRule
When allowedPlayer must be OUT OF CONTRACT (contractId == nil). Cannot tag a player who already has a deal.
Tag value120% of player’s marketValue. Guaranteed 1-year deal.
Greed interactionHIGH greed players resent the tag — morale hit. They want a long-term deal. LOW greed players accept it fine.
Loyalty interactionHIGH loyalty = may sign multi-year deal quickly to avoid the tag. LOW loyalty = may demand trade even with tag applied.
Ambition interactionHIGH ambition player who is tagged on a losing team = very unhappy. Risk of holdout (future feature).
League ruleEach team may apply one franchise tag per year. Can only be used once per player per offseason.
06
Chapter

Schemes & Archetypes

Schemes, Formations & Player Archetypes

Master Reference Document

Season 2026

Covers: 6 Offensive Schemes · 6 Defensive Scheme Combinations

Player Archetypes for All 13 Positions · Archetype Determination Algorithms

Formation Best-Fit Matrix

SECTION 1: OFFENSIVE SCHEMES

BrannGM: Football ’26 supports six distinct offensive schemes, each with its own identity, formation tendencies, player requirements, and strengths. Understanding which scheme fits your roster is the foundation of dynasty building.

▶ 1. West Coast Offense (WCO)

Horizontal Stretch · Rhythm Passing · YAC-Driven

Short-to-medium timing passes act as extensions of the run. The ball is a de facto handoff that the QB throws to a receiver who runs after the catch. Routes are precise and choreographed. Emphasis on completion percentage and yards after catch (YAC), not deep shots.

Formations: Shotgun, Pistol, Pro Set, I-Formation mix

Key Identity: High completion %, quick-hitting routes, RB as a receiving weapon, QB makes pre-snap reads

Strengths: Wears down defense with volume; creates mismatches on LBs; clock-friendly when ahead

Weaknesses: Requires disciplined route runners; can stall if short routes are well-covered; not explosive play-reliant

Best Deployed When: You have a smart, accurate QB and receivers who run clean, precise routes

IDEAL ROSTER FIT

QBPocket Passer or Game ManagerRBReceiving Back or Feature Back
WRRoute Runner / PossessionTEReceiving TE or Hybrid TE
OLBalanced or Pass Protector

▶ 2. Air Raid

Spread the Field · Pass Every Down · Read and Release

Four or five receiver sets spread the field horizontally and vertically. Pass on every down — the run game is nearly irrelevant. The system is built on speed of processing: QB identifies the open man quickly and delivers on time. High volume passing attack.

Formations: Shotgun Spread, Gun Bunch, Empty, Trips

Key Identity: High pass attempts, 4-5 WR packages, empty backfields, quick releases

Strengths: Volume creates statistical stars; exploits man coverage with rubs; stresses zone coverage horizontally

Weaknesses: No ball control; predictable tendency; vulnerable in adverse weather; thin run game

Best Deployed When: You have deep receiver talent and a QB who processes quickly under pressure

IDEAL ROSTER FIT

QBPocket Passer or Big Arm / GunslingerRBReceiving Back (for checkdowns)
WRRoute Runner, Speed Burner, or Slot ReceiverTEReceiving TE
OLPass Protector

▶ 3. Vertical Threat / Deep Ball

Attack Deep · One-on-One Downfield · High Risk / High Reward

Stretch the defense vertically on every snap. Attack one-on-one matchups downfield with speed WRs. Play action creates the underneath threat that forces safeties to hesitate. Fewer completions but massive play potential on every snap.

Formations: Shotgun 2×2, Trips Right, 3-WR Base, Play Action Pro Set

Key Identity: Big arm QB, speed WRs, play-action, 50/50 shots, fewer but larger gains

Strengths: Single big play changes a game; forces defensive backs to play deep; opens up run after play action

Weaknesses: Requires elite arm and speed; sacks costly on deep dropbacks; lower completion percentage

Best Deployed When: You have a QB with 82+ arm strength and WRs with 88+ speed

IDEAL ROSTER FIT

QBBig Arm / GunslingerRBPower Back (for play action credibility)
WRSpeed Burner / Deep ThreatTEBlocking TE (to sell play action) or Hybrid
OLPass Protector

▶ 4. Power Run / Smashmouth

Dominate the Line · Clock Control · Physical Identity

Establish physical dominance at the point of attack. Run first, run second, use play action when the defense is primed for it. Control the clock, wear down the defense, and play complementary football. The offensive line is the engine.

Formations: I-Formation, Pro Set, Fullback Heavy, Ace, Power-T

Key Identity: OL dominance, physical RB, play-action pass off run fakes, fullback as lead blocker

Strengths: Clock control keeps defense fresh; play action devastates if run is established; brutal in bad weather

Weaknesses: Predictable; falls behind quickly when trailing; requires elite OL and RB

Best Deployed When: You have a dominant OL and a power back who can carry the load 25+ times

IDEAL ROSTER FIT

QBGame Manager (manage the play action)RBPower Back
WRBig Body / Jump Ball (red zone targets)TEBlocking TE / In-Line
OLRun Blocker

▶ 5. Spread Option / RPO

QB as Weapon · Read the Defense · Force the Conflict

The quarterback is the 12th offensive player — a run threat on every snap. Run-pass options force defenders to choose between gap responsibility and coverage. Zone blocking creates running lanes. The defense can never be assignment-sound against both the run and the pass simultaneously.

Formations: Pistol, Shotgun Spread, Empty Trips, Wildcat

Key Identity: Mobile QB, zone blocking, misdirection, read option, designed QB runs, RPO quick throws

Strengths: Impossible to properly gap-assign; exploits over-pursuit; creates easy completions vs. blown assignment

Weaknesses: QB takes hits on runs; scheme is exposed when QB loses mobility; predictable against disciplined defense

Best Deployed When: You have a mobile QB (80+ speed) who can make quick reads and absorb hits

IDEAL ROSTER FIT

QBDual-Threat / ScramblerRBSpeed Back / Scat Back
WRSlot Receiver or Route RunnerTEHybrid TE (for run and pass options)
OLBalanced (zone blocking)

▶ 6. Pro Style / Balanced

Multiple Looks · No Predictable Tendency · Adaptable

Attack every area of the defense. Multiple formations force the defense to prepare for everything. Run-pass balance keeps the defense honest. The offense adapts to opponent tendencies each week rather than imposing its own identity every game.

Formations: All formations — I, Pistol, Shotgun, Pro Set, Empty, Trips, 2TE sets

Key Identity: Two-back sets, tight end as weapon, play action, runs and passes equally

Strengths: Hardest to gameplan for; exploits overadjustments; works with any QB type; minimizes individual weaknesses

Weaknesses: Requires versatile players at every position; no dominant tendency can also limit upside

Best Deployed When: You have a smart, versatile QB and depth at multiple skill positions

IDEAL ROSTER FIT

QBPocket Passer or Game ManagerRBFeature / All-Purpose Back
WRRoute Runner or Slot ReceiverTEHybrid TE
OLBalanced Lineman

SECTION 2: DEFENSIVE SCHEMES

BrannGM: Football ’26 defensive schemes combine a Primary Front (alignment) with a Secondary Philosophy (coverage/pressure approach). Three primary fronts × two secondary philosophies produce six distinct defensive identities.

PRIMARY DEFENSIVE FRONTS

▶ 4-3 Base

Alignment: 4 DL (2 DT, 2 DE) · 3 LB (SAM, MIKE, WILL) · 4 DB (2 CB, FS, SS)

Traditional, gap-control front. Each DL is responsible for a specific gap. LBs clean up and cover underneath. Versatile against both run and pass. The backbone of American professional football for decades.

Strength: Balanced against run and pass; DL sets edges; LBs free to roam

Weakness: Susceptible to mobile QBs; TE mismatches; can be stretched by spread formations

Key Player Requirements: Elite DE pass rusher; rangy MIKE LB; versatile CB pair

▶ 3-4 Base

Alignment: 3 DL (1 NT, 2 DE) · 4 LB (2 ILB, 2 OLB) · 4 DB (2 CB, FS, SS)

Confusion through disguise. The OLBs are the primary pass rushers and edge setters. ILBs control interior run gaps. The NT must two-gap and occupy multiple blockers. Pre-snap looks shift responsibility — the defense never reveals who is blitzing.

Strength: Disguise; multiple pressure packages; flexible coverage; OLBs as versatile weapons

Weakness: Requires a dominant NT; LBs must cover more ground; can be exploited with quick passes

Key Player Requirements: Space-eating NT; versatile OLBs who can rush and drop; physical ILBs

▶ Nickel Base (4-2-5)

Alignment: 4 DL · 2 LB · 5 DB (3 CB — incl. slot nickel — 2 S)

Sub-package as the default. Replaces a LB with a third cornerback (the nickel) to match up against 3-WR sets. Pass-prevention is the primary objective. The nickel CB handles slot receiver matchups that a LB simply cannot cover.

Strength: Elite pass coverage; slot matchup control; five secondary players create confusion

Weakness: Run vulnerable with only 2 LBs; physical backs and TEs can exploit extra DB in box

Key Player Requirements: Slot CB (nickel) with quickness; two versatile safeties; interior DL to carry run load

SECONDARY DEFENSIVE PHILOSOPHIES

▶ Blitz Heavy

Send 5 or more rushers on a high percentage of plays. Force the QB to make quick decisions before routes fully develop. Gamble on pressure before the play breaks down.

Best Combined With: 3-4 (OLBs become rushers); 4-3 (LB blitz packages)

Risk: Leaves single coverage; a quick QB will expose blown coverages for big gains

Key Players Needed: Physical OLBs or ILBs; CBs comfortable in press man coverage alone

▶ Zone Coverage

Defenders cover assigned areas of the field rather than specific players. QB must work against a moving zone. Protect deep, allow short gains, rally to the ball.

Best Combined With: 4-3 Zone (Tampa-2); 3-4 Zone (Cover 3 / Cover 4); Nickel Zone

Risk: Seam routes and crossing routes between zones; slot receivers can find soft spots

Key Players Needed: Safeties with elite range; CBs who read the QB; LBs who can cover underneath zones

THE SIX DEFENSIVE SCHEME COMBINATIONS

▶ 4-3 Zone (Tampa 2)

CBs press at line, two safeties split deep halves, MIKE covers the middle seam. The classic Tampa-2. Contain-oriented — prevent big plays, make the offense work all field long.

CB ArchetypeZone CB or Lockdown CBSafetyCenter Fielder / FS (both safeties must range deep)
LB ArchetypeComplete LB / MIKE (must cover seam)DE ArchetypeRun Stopper or Complete DE

▶ 4-3 Man (Press)

Four-man rush, everyone else in man coverage. CBs jam at line of scrimmage. Physical, aggressive, high-risk. Forces the QB to hold the ball while DL gets home.

CB ArchetypeLockdown / Press CBSafetyBox Safety / SS
LB ArchetypeRun Stopper or Complete LBDE ArchetypePass Rush Specialist

▶ 3-4 Blitz (Pittsburgh Style)

The NT anchors the line while OLBs come screaming off the edge or ILBs twist through gaps. Defense never reveals who is blitzing until the snap. Maximum chaos for the offense.

CB ArchetypeLockdown / Press CB (left alone on island)SafetyHybrid / Versatile Safety
LB ArchetypePass Rusher LB (OLB) + Complete LB (ILB)DE ArchetypeComplete DE / All-Purpose

▶ 3-4 Zone (Patriots Style)

NT occupies two gaps, OLBs set edges, four LBs drop into zone coverage. Maximum disguise — can show blitz and drop, or show zone and blitz. Forces the QB to solve a puzzle on every down.

CB ArchetypeZone CB or Ball HawkSafetyCenter Fielder / FS
LB ArchetypeCoverage LB + Run Stopper LB combinationDE ArchetypeRun Stopper DE

▶ Nickel Man Coverage

Five defensive backs in man coverage against spread formations. The nickel CB handles the slot. Maximum coverage personnel for maximum man-to-man matchups. Forces offense to win 1-on-1.

CB ArchetypeLockdown CB + Slot/Nickel CBSafetyBox Safety (SS) + Center Fielder (FS)
LB ArchetypePass Rusher LB (the one LB kept)DE ArchetypePass Rush Specialist

▶ Nickel Zone (Bend Don’t Break)

Soft zone coverage with 5 DBs. Give up underneath routes. Funnel everything to traffic. Never allow the explosive play or the deep shot. Trade field goals for touchdowns.

CB ArchetypeZone CB or Ball Hawk / Slot CBSafetyCenter Fielder / FS (both)
LB ArchetypeCoverage LBDE ArchetypeRun Stopper DE (to prevent RBs from gashing soft zone)

SECTION 3: PLAYER ARCHETYPES BY POSITION

Every player in BrannGM: Football ’26 belongs to a specific archetype that defines his identity on the field. Archetypes are determined by a weighted rating formula computed at player generation and updated during development. Each archetype has preferred formation fits and ideal role descriptions.

▶ QUARTERBACK (QB)

🎯 Pocket Passer

Classic drop-back QB. Reads the field pre- and post-snap, delivers accurately from a clean or collapsing pocket. Elite decision-making is his superpower. Rarely runs — uses feet only to buy time.

Key RatingsIntelligence 85+, Composure 82+, Short/Mid Accuracy 82+, Throw Under Pressure 80+, Decisions 80+WeaknessesSpeed typically 55–70
Best Scheme FitWest Coast Offense, Air Raid, Pro StyleAlgorithmpocketScore = (intelligence×3 + composure×2 + shortAcc + midAcc + throwUnderPressure) / 8

⚡ Dual-Threat / Scrambler

A weapon on every snap. Extends plays with his legs, can run designed QB runs, and throws on the move. Not always the most polished passer, but the threat of his legs creates chaos for defenses.

Key RatingsSpeed 80+, Elusiveness 78+, Throw on Run 78+, Break Sack 80+, Decisions 72+WeaknessesIntelligence and Composure typically 70–80 (lower than Pocket)
Best Scheme FitSpread Option / RPO, Pro StyleAlgorithmscramblerScore = (speed×2 + elusiveness×2 + throwOnRun + breakSack) / 6

💥 Big Arm / Gunslinger

Takes shots. Elite arm strength launches the ball into tight windows downfield that no other QB can fit. Lives on big plays. Higher risk — will force throws — but one completion changes the game.

Key RatingsDeep Accuracy 85+, Arm Strength 82+, Play Action 80+, Short/Mid Accuracy 74+WeaknessesDecisions typically 68–78 (aggressive, sometimes reckless)
Best Scheme FitVertical Threat / Deep Ball, Air RaidAlgorithmgunslingerScore = (deepAcc×3 + armStrength×2 + playAction) / 6 − (decisions / 20)

🧠 Game Manager

Does not win games himself — but rarely loses them. Elite decision-making, never throws the ball away at the wrong time. Manages down and distance, distributes quickly, and supports a dominant run game.

Key RatingsDecisions 86+, Composure 84+, Intelligence 82+, Short Accuracy 78+WeaknessesDeep Accuracy 65–75; Arm Strength 65–72
Best Scheme FitPower Run / Smashmouth, Pro StyleAlgorithmgameManagerScore = (decisions×3 + composure + intelligence) / 5 − (deepAcc / 12)

▶ RUNNING BACK (RB)

💨 Speed Back / Scat Back

Makes people miss. Thrives in space — give him a crease and he is gone. Quicker than fast, uses agility to make the first defender miss rather than running through them.

Key RatingsSpeed 85+, Agility 82+, Elusiveness 80+, Juke Moves 78+, Spin Move 74+WeaknessesTrucking 60–72; Break Tackle 62–74
Best Scheme FitSpread Option, West Coast, Air RaidAlgorithmspeedScore = (speed×2 + elusiveness×2 + jukeMoves) / 5

🏋️ Power Back

Runs through people. Falls forward for positive yards even when the hole is not there. The goal-line and short-yardage specialist. Hard to bring down on first contact.

Key RatingsTrucking 82+, Break Tackle 80+, Strength 80+, Power 78+, Ball Security 80+WeaknessesSpeed 70–80; Agility 68–76; Juke Moves 60–72
Best Scheme FitPower Run / Smashmouth, Pro StyleAlgorithmpowerScore = (trucking×2 + breakTackle×2 + strength) / 5

🙌 Receiving Back

A receiver who lines up in the backfield. Routes, soft hands, and the ability to create YAC in open space. The LB matchup nightmare. Used as a safety valve and a primary read.

Key RatingsCatching 82+, Short Route Running 80+, YAC 78+, Separation 76+, Speed 78+WeaknessesTrucking 58–70; Power 62–70
Best Scheme FitWest Coast Offense, Air RaidAlgorithmreceiverScore = (catching×2 + shortRouteRunning + yardAfterCatch) / 4

⚡ Feature / All-Purpose Back

Does everything at a high level. Can run between the tackles, catch out of the backfield, and make people miss in space. The bell-cow back. No major weakness in his game.

Key RatingsAll categories 76+, no extreme high or low, OVR typically 80+WeaknessesNo glaring weakness — the lack of elite skill is the tradeoff
Best Scheme FitPro Style, any offensive schemeAlgorithmfeatureScore = (speedScore + powerScore + receiverScore) / 3 — if gap between all three < 8, → Feature Back

▶ WIDE RECEIVER (WR)

🔥 Speed Burner / Deep Threat

Gets behind the coverage. Elite top-end speed that creates fear in defensive coordinators. Even if he is not targeted, his presence opens up every other route on the field.

Key RatingsSpeed 90+, Deep Route Running 82+, Separation 82+, Catching 76+WeaknessesShort/Mid Route Running 68–76; Catch in Traffic 60–70
Best Scheme FitVertical Threat, Air RaidAlgorithmspeedBurnerScore = (speed×3 + deepRoute×2 + separation) / 6

📐 Route Runner / Possession

Gets open every single play with precision route running. The QB always knows where he will be. High completion-rate target — not the biggest play maker, but the most reliable.

Key RatingsShort Route Running 84+, Mid Route Running 82+, Catching 84+, Separation 80+WeaknessesSpeed 76–84 (does not need elite speed)
Best Scheme FitWest Coast Offense, Pro StyleAlgorithmrouteRunnerScore = (shortRoute×2 + midRoute×2 + catching + separation) / 6

📦 Slot Receiver

Works inside. Quick release off the line, creates separation in tight space, and makes yards after catch in congested areas. The Swiss Army knife of the passing game.

Key RatingsSpeed 82+, Short/Mid Route Running 82+, Elusiveness 80+, YAC 78+, QuicknessWeaknessesDeep Route Running 68–76; Stiff Arm / Physical play 60–70
Best Scheme FitAir Raid, West Coast, Nickel-exploiting offensesAlgorithmslotScore = (speed + midRoute×2 + shortRoute + elusiveness) / 5

🦁 Big Body / Jump Ball

Wins contested catches. Uses size, physicality, and spectacular leaping ability to outmuscle DBs for 50/50 balls. The ultimate red zone weapon. Does not need to be faster than the defender, just more physical.

Key RatingsCatch in Traffic 84+, Spectacular Catch 82+, Strength 78+, Stiff Arm 78+, Height 6’3″+WeaknessesSpeed 74–82; Route Running precision less critical
Best Scheme FitPower Run (red zone), Pro Style, Vertical Threat (back shoulder)AlgorithmbigBodyScore = (catchInTraffic×2 + spectacularCatch + strength + stiffArm) / 5

▶ TIGHT END (TE)

🎯 Receiving TE

The ultimate mismatch weapon. Too fast for linebackers, too strong for safeties, too tall for cornerbacks. A receiver with an H designation. The modern era TE who changes defense personnel packages.

Key RatingsCatching 82+, Short Route Running 80+, Mid Route Running 78+, Separation 76+, Speed 76+WeaknessesRun Block Power 60–72; Impact Blocking 58–70
Best Scheme FitWest Coast, Air Raid, any pass-heavy schemeAlgorithmreceivingTEScore = (catching×2 + shortRoute + midRoute + separation) / 5

🧱 Blocking TE / In-Line

A six-foot-five offensive lineman. Sets the edge on outside runs, destroys defenders in the run game, and gives the offense an extra blocker in pass protection. His job is to neutralize defenders, not catch the ball.

Key RatingsRun Block Power 84+, Impact Blocking 82+, Pass Block Power 78+, Strength 82+WeaknessesCatching 62–74; Route Running 55–68
Best Scheme FitPower Run / Smashmouth, Pro StyleAlgorithmblockingTEScore = (runBlockPower×2 + impactBlocking + passBlockPower + strength) / 5

⚡ Hybrid / Move TE

Aligns anywhere on the field — in-line, in the slot, in the backfield. Solid blocker and a dangerous pass catcher. Forces defensive coordinators to identify him before every snap. The most versatile player in football.

Key RatingsCatching 78+, Short Route Running 76+, Run Block Power 76+, Impact Blocking 74+WeaknessesNo extreme weakness; balanced across both skill sets
Best Scheme FitPro Style, Vertical Threat (seam routes), Spread OptionAlgorithmhybridTEScore = (receivingTEScore + blockingTEScore) / 2 — if gap < 10, → Hybrid

▶ OFFENSIVE LINE (OT / OG / C)

💪 Run Blocker

Dominates at the point of attack. Drive blocks, seal blocks, and lead blocks. Creates running lanes and finishes with a pancake. The engine of a power running game.

Key RatingsRun Block Power 84+, Run Block Finesse 78+, Impact Blocking 80+, Lead Block 78+, Strength 82+WeaknessesPass Block Finesse 68–76 (can struggle with speed rushers)
Best Scheme FitPower Run / Smashmouth, Pro StyleAlgorithmrunBlockScore = (runBlockPower×2 + runBlockFinesse + impactBlocking + leadBlock) / 5

🛡️ Pass Protector

The blindside protector. Handles power rushers AND speed-to-power rushers. Keeps the QB clean on deep-ball sets and quick throws alike. The most valuable lineman in a pass-first offense.

Key RatingsPass Block Power 84+, Pass Block Finesse 82+, Intelligence 78+, Adaptability 76+WeaknessesRun Block Power 68–76 (adequate but not dominant)
Best Scheme FitAir Raid, West Coast, Vertical ThreatAlgorithmpassBlockScore = (passBlockPower×2 + passBlockFinesse×2 + intelligence) / 5

⚖️ Balanced Lineman

Excels in both phases. A plug-and-play starter for any scheme. Does not dominate in either direction, but the consistency and reliability make him invaluable in Pro Style offenses.

Key RatingsAll blocking ratings 78+, no category below 74WeaknessesNo glaring weakness; no single elite skill
Best Scheme FitPro Style, Spread Option (zone blocking)AlgorithmbalancedOLScore = (runBlockScore + passBlockScore) / 2 — if gap < 8, → Balanced

▶ DEFENSIVE END (DE)

🌪️ Pass Rush Specialist

Lives in the backfield. Gets to the QB with an elite first step and a diverse set of pass rush moves. May be a liability against the run, but worth it to collapse the pocket.

Key RatingsFinesse Moves 84+ or Power Moves 82+, Speed 82+, Break Sack 80+, First Step 82+WeaknessesBlock Shedding 68–76; Run Stop effectiveness reduced
Best Scheme Fit4-3 Man (rush and CB holds), 3-4 Blitz, Nickel ManAlgorithmpassRushDEScore = (max(powerMoves, finesseMoves)×2 + speed + breakSack) / 4

🛑 Run Stopper DE

Sets the edge and never gives up outside contain. Physical against the run, sheds blocks, and forces everything back inside. Not glamorous, but essential for stopping the ground game.

Key RatingsBlock Shedding 82+, Hit Power 80+, Strength 82+, Tackling 78+, Power Moves 76+WeaknessesFinesse Moves 64–74; Speed rush limited
Best Scheme Fit4-3 Zone, 3-4 Zone (sets edge for LBs to flow)AlgorithmrunStopDEScore = (blockShedding×2 + hitPower + strength + tackling) / 5

⚡ Complete DE / All-Purpose

Does everything. Rushing the passer and defending the run at an elite level. The rarest and most valuable defensive lineman in the game. Can play 4-3 DE, 3-4 OLB, or any hybrid role.

Key RatingsAll DE ratings 78+; no category below 74; OVR typically 82+WeaknessesNo glaring weakness
Best Scheme FitAny scheme — most valuable in 3-4 where versatility is essentialAlgorithmcompleteDEScore = (passRushDEScore + runStopDEScore) / 2 — if gap < 8, → Complete DE

▶ DEFENSIVE TACKLE (DT)

🧱 Nose Tackle / Space Eater

The two-gap monster at the center of the defense. Requires double teams. Clogs running lanes, never gives the center a clean release to the second level. The defensive line anchor in a 3-4.

Key RatingsStrength 88+, Power Moves 84+, Block Shedding 82+, Hit Power 80+, OVR 80+WeaknessesFinesse Moves 60–72; Speed 58–68
Best Scheme Fit3-4 Base (NT role), 4-3 run-heavy frontsAlgorithmnoseScore = (strength×2 + powerMoves×2 + blockShedding) / 5

⚡ Interior Pass Rusher

Disrupts the pocket from inside. Uses quickness and finesse moves to penetrate through A/B gaps. Terrifying against a slow-setting offensive line.

Key RatingsFinesse Moves 82+, Power Moves 76+, Play Recognition 78+, First Step quicknessWeaknessesStrength 70–78; Block Shedding 70–78 (trades run defense for pass rush)
Best Scheme Fit4-3 (undersized but quick DT), Nickel (sub-package rusher)AlgorithmpassRushDTScore = (finesseMoves×2 + powerMoves + playRecognition) / 4

💣 Two-Gap Disruptor

Creates pressure AND stops the run. Can control a gap and shed to make the tackle. The all-around interior lineman who forces offensive coordinators to game plan specifically for him.

Key RatingsPower Moves 82+, Block Shedding 80+, Finesse Moves 78+, Strength 80+WeaknessesNo glaring weakness; elite in both areas
Best Scheme FitAny scheme — the most coveted DT in any defenseAlgorithmdisruptorDTScore = (noseScore + passRushDTScore) / 2 — if gap < 8, → Disruptor

▶ LINEBACKER (LB)

🌪️ Pass Rusher / Blitz LB

Aligned at the line or walked up at the snap, he is the OLB who changes the QB’s launch point. Speed, power, or finesse — he has what it takes to get home in the backfield.

Key RatingsBlitz 84+, Speed 80+, Power Moves 78+ or Finesse Moves 80+, First StepWeaknessesZone Coverage 60–72; drops into coverage limited
Best Scheme Fit3-4 Blitz (primary OLB role), 4-3 blitz packagesAlgorithmblitzLBScore = (blitz×2 + max(powerMoves, finesseMoves) + speed) / 4

🛡️ Coverage LB

The antidote to the receiving back and the slot TE. Drops into zones or carries TE/RB in man coverage. Fast enough to stay in hip of a tight end, smart enough to read the QB through his zones.

Key RatingsZone Coverage 80+, Man Coverage 74+, Play Recognition 78+, Speed 76+, Awareness 78+WeaknessesPower Moves 62–72; run stop in box limited
Best Scheme Fit3-4 Zone, 4-3 Zone (underneath coverage), Nickel ZoneAlgorithmcoverageLBScore = (zoneCoverage×2 + manCoverage + playRecognition + speed) / 5

🏋️ Run Stopper LB

The enforcer between the tackles. Takes on offensive linemen, sheds blocks, and makes the tackle for minimal gain. The run stopper who cleans up everything in the box.

Key RatingsBlock Shedding 82+, Tackling 84+, Hit Power 80+, Strength 80+, Play Recognition 76+WeaknessesSpeed 68–76; zone coverage 62–72
Best Scheme Fit4-3 Base (MIKE or SAM), 3-4 ILB run-down roleAlgorithmrunStopLBScore = (blockShedding + tackling×2 + hitPower + strength) / 5

🧠 Complete LB / MIKE

The defensive quarterback. Signal caller. Reads the offense, adjusts the defense, fills gaps, and drops into coverage equally well. The rarest linebacker — does everything and leads the unit.

Key RatingsPlay Recognition 84+, Tackling 80+, Intelligence 80+, all LB ratings 78+WeaknessesNo elite singular skill — greatness lies in consistency across all categories
Best Scheme FitAny scheme; preferred as MIKE in 4-3 or ILB in 3-4AlgorithmcompleteLBScore = (playRecognition×2 + tackling + intelligence + avg(all LB)) / 5 — if overall gap < 8, → Complete

▶ CORNERBACK (CB)

🔒 Lockdown / Press CB

Wins at the line of scrimmage. Jams receivers, disrupts timing, and mirrors in man coverage all over the field. Physical enough to match up with big receivers. Can neutralize the opponent’s top WR alone.

Key RatingsMan Coverage 87+, Speed 86+, Press 80+, Strength 74+, Awareness 78+WeaknessesZone Coverage 70–78 (not naturally a zone player)
Best Scheme Fit4-3 Man, Nickel Man, 3-4 Blitz (held alone)AlgorithmlockdownScore = (manCoverage×3 + speed×2 + press) / 6

👁️ Zone CB

Reads the quarterback like a book. Anticipates routes, attacks at the ball’s arrival, and makes the pick from his zone assignment. Slower and less physical but more cerebral.

Key RatingsZone Coverage 84+, Play Recognition 82+, Awareness 80+, Catching 74+WeaknessesMan Coverage 68–76; physical press limited
Best Scheme Fit4-3 Zone, 3-4 Zone, Nickel ZoneAlgorithmzoneCBScore = (zoneCoverage×3 + playRecognition×2 + awareness) / 6

📦 Slot CB / Nickel

The nickel cornerback. Quick-twitch athlete who works inside against slot receivers and RBs out of the backfield. Does not need outside CB size — just quickness, awareness, and short-area coverage.

Key RatingsSpeed 84+, Short-Area Quickness 82+, Man Coverage 78+, Zone Coverage 76+WeaknessesSize limited; outside matchups vs. big WRs difficult
Best Scheme FitNickel Man, Nickel Zone — specific role playerAlgorithmnickelScore = (speed + manCoverage + zoneCoverage + playRecognition) / 4

🦅 Ball Hawk / Playmaker

Creates turnovers. Instinctively reads the QB and gambles on routes. Not always the most reliable in coverage, but one interception from this CB changes field position and momentum.

Key RatingsPlay Recognition 84+, Awareness 82+, Zone Coverage 80+, Interception instinctWeaknessesMan Coverage 68–74; gambling nature leads to occasional blown coverages
Best Scheme Fit4-3 Zone (Cover 3), 3-4 Zone (Cover 4), Nickel ZoneAlgorithmballHawkScore = (playRecognition×2 + awareness×2 + zoneCoverage) / 5

▶ SAFETY (S — SS / FS)

🧱 Box Safety / Strong Safety

The eighth man in the box. Physical presence near the line. Stops the run, covers TEs in short zones, and delivers pop on crossing routes. More linebacker than defensive back in attitude and alignment.

Key RatingsHit Power 84+, Tackling 82+, Block Shedding 78+, Strength 78+, Play Recognition 76+WeaknessesSpeed 72–80; deep coverage limited
Best Scheme Fit4-3 Man (SS role), 3-4 Blitz, any run-first defenseAlgorithmboxSafetyScore = (hitPower×2 + tackling×2 + blockShedding) / 5

🦅 Center Fielder / Free Safety

Patrols deep. The last line of defense. Reads the QB before the snap, gets a jump on the ball’s trajectory, and ranges sideline-to-sideline. The deep eraser who prevents the big play.

Key RatingsSpeed 84+, Play Recognition 84+, Zone Coverage 82+, Awareness 82+, Catching 78+WeaknessesHit Power 68–76; box physicality limited
Best Scheme Fit4-3 Zone, 3-4 Zone, Nickel Zone — the deep anchor in every coverageAlgorithmcenterFielderScore = (speed×2 + playRecognition×2 + zoneCoverage) / 5

⚡ Hybrid / Versatile Safety

Plays in the box and deep equally. No single skill is elite, but the value is in alignment flexibility. Defensive coordinators can move him anywhere. The most scheme-adaptable safety.

Key RatingsAll safety ratings 78+, balanced between box and deep skillsWeaknessesNo ceiling skill — trades peak ability for floor versatility
Best Scheme Fit3-4 (must fill multiple roles), any complex zone systemAlgorithmhybridSafetyScore = (boxSafetyScore + centerFielderScore) / 2 — if gap < 8, → Hybrid

▶ KICKER (K)

💥 Power Kicker

Long-range weapon. Makes field goals from 55+ yards and regularly pins opponents deep with kickoffs. Takes shots other kickers cannot attempt.

Key RatingsKick Power 90+, Kick Accuracy 72+WeaknessesCan miss shorter, more routine attempts
Best Scheme FitAny offense that plays in large stadiums or cold weather citiesAlgorithmpowerKickerScore = kickPower × 1.5 + kickAccuracy × 0.5

🎯 Accuracy Kicker

Makes the kicks he should make. Never misses a chip shot, rarely misses under 40 yards. High-value in late-game situations where reliability matters more than range.

Key RatingsKick Accuracy 90+, Kick Power 76+Weaknesses55+ yard range limited
Best Scheme FitAny offense; preferred in domed stadiums and warm climatesAlgorithmaccuracyKickerScore = kickAccuracy × 1.5 + kickPower × 0.5

▶ PUNTER (P)

⏱️ Hang Time Punter

Maximum air time on every punt. Gives coverage units extra time to get downfield and minimise return yards. The net-yardage specialist.

Key RatingsHang Time 90+, Kick Power 82+WeaknessesDirectional accuracy less critical
Best Scheme FitAny defense — hang time reduces return yardage universallyAlgorithmhangTimePunterScore = hangTime × 1.5 + kickPower × 0.5

📍 Directional Punter

The coffin corner specialist. Pins opponents inside the 20 yard line with pinpoint placement. Limits opposing starting field position consistently throughout the game.

Key RatingsKick Accuracy 86+, Hang Time 80+, Kick Power 76+WeaknessesRaw power and distance limited
Best Scheme FitDefense that plays field position game; teams in playoff-style matchupsAlgorithmdirectionalPunterScore = kickAccuracy × 1.5 + hangTime × 0.5

SECTION 4: ARCHETYPE DETERMINATION ALGORITHMS

Each player’s archetype is computed using weighted rating formulas. The archetype with the highest score wins. For positions with a “balanced” archetype (Feature Back, Balanced OL, Hybrid TE, etc.), the balanced archetype triggers when all sub-scores are within a threshold gap of each other.

Ratings are on a 40–99 scale. A score of 70 is league average. Formulas produce a composite score — the archetype with the highest composite wins. Ties broken by position-specific tiebreaker logic.

QB

ArchetypeFormulaQualifier / Tiebreaker
Pocket Passer(intelligence×3 + composure×2 + shortAcc + midAcc + throwUnderPressure) / 8Tiebreaker: if speed < 72 → Pocket
Dual-Threat(speed×2 + elusiveness×2 + throwOnRun + breakSack) / 6Tiebreaker: if speed ≥ 78 → Scrambler over Pocket
Big Arm(deepAcc×3 + armStrength×2 + playAction) / 6 − (decisions / 20)Tiebreaker: if deepAcc ≥ 83 → Gunslinger
Game Manager(decisions×3 + composure + intelligence) / 5 − (deepAcc / 12)Tiebreaker: if decisions ≥ 84 AND speed < 70 → Game Manager

RB

ArchetypeFormulaQualifier / Tiebreaker
Speed Back(speed×2 + elusiveness×2 + jukeMoves) / 5Min speed 83 to qualify
Power Back(trucking×2 + breakTackle×2 + strength) / 5Min trucking 78 to qualify
Receiving Back(catching×2 + shortRouteRunning + yardAfterCatch) / 4Min catching 78 to qualify
Feature Back(speedScore + powerScore + receiverScore) / 3Triggers if max gap between the three sub-scores < 8

WR

ArchetypeFormulaQualifier / Tiebreaker
Speed Burner(speed×3 + deepRoute×2 + separation) / 6Min speed 88 to qualify
Route Runner(shortRoute×2 + midRoute×2 + catching + separation) / 6Min catching 80 to qualify
Slot Receiver(speed + midRoute×2 + shortRoute + elusiveness) / 5Speed 80–87 range typical
Big Body(catchInTraffic×2 + spectacularCatch + strength + stiffArm) / 5Min catchInTraffic 80 to qualify

TE

ArchetypeFormulaQualifier / Tiebreaker
Receiving TE(catching×2 + shortRoute + midRoute + separation) / 5Min catching 78 to qualify
Blocking TE(runBlockPower×2 + impactBlocking + passBlockPower + strength) / 5Min runBlockPower 80 to qualify
Hybrid TE(receivingScore + blockingScore) / 2Triggers if gap between receiving and blocking scores < 10

OL

ArchetypeFormulaQualifier / Tiebreaker
Run Blocker(runBlockPower×2 + runBlockFinesse + impactBlocking + leadBlock) / 5Min runBlockPower 80 to qualify
Pass Protector(passBlockPower×2 + passBlockFinesse×2 + intelligence) / 5Min passBlockPower 80 to qualify
Balanced Lineman(runBlockScore + passBlockScore) / 2Triggers if gap between run and pass scores < 8

DE

ArchetypeFormulaQualifier / Tiebreaker
Pass Rush(max(powerMoves, finesseMoves)×2 + speed + breakSack) / 4Min finesse or power 78 to qualify
Run Stopper(blockShedding×2 + hitPower + strength + tackling) / 5Min blockShedding 78 to qualify
Complete DE(passRushScore + runStopScore) / 2Triggers if gap between scores < 8

DT

ArchetypeFormulaQualifier / Tiebreaker
Nose Tackle(strength×2 + powerMoves×2 + blockShedding) / 5Min strength 84 to qualify
Interior Rusher(finesseMoves×2 + powerMoves + playRecognition) / 4Min finesseMoves 78 to qualify
Two-Gap Disruptor(noseScore + passRushDTScore) / 2Triggers if gap < 8 between scores

LB

ArchetypeFormulaQualifier / Tiebreaker
Pass Rusher LB(blitz×2 + max(powerMoves, finesseMoves) + speed) / 4Min blitz 78 to qualify
Coverage LB(zoneCoverage×2 + manCoverage + playRecognition + speed) / 5Min zone 76 to qualify
Run Stopper LB(blockShedding + tackling×2 + hitPower + strength) / 5Min tackling 78 to qualify
Complete / MIKE(playRecognition×2 + tackling + intelligence + avgAll) / 5Triggers if all sub-scores within 8

CB

ArchetypeFormulaQualifier / Tiebreaker
Lockdown CB(manCoverage×3 + speed×2 + press) / 6Min manCoverage 82 to qualify
Zone CB(zoneCoverage×3 + playRecognition×2 + awareness) / 6Min zoneCoverage 80 to qualify
Slot / Nickel(speed + manCoverage + zoneCoverage + playRecognition) / 4Speed 80–87 range typical
Ball Hawk(playRecognition×2 + awareness×2 + zoneCoverage) / 5Min playRecognition 80 to qualify

Safety

ArchetypeFormulaQualifier / Tiebreaker
Box Safety (SS)(hitPower×2 + tackling×2 + blockShedding) / 5Min hitPower 80 to qualify
Center Fielder (FS)(speed×2 + playRecognition×2 + zoneCoverage) / 5Min speed 82 to qualify
Hybrid Safety(boxScore + fielderScore) / 2Triggers if gap between scores < 8

K / P

ArchetypeFormulaQualifier / Tiebreaker
Power KickerkickPower × 1.5 + kickAccuracy × 0.5Min kickPower 86 to qualify
Accuracy KickerkickAccuracy × 1.5 + kickPower × 0.5Min kickAccuracy 86 to qualify
Hang Time PunterhangTime × 1.5 + kickPower × 0.5Min hangTime 86 to qualify
Directional PunterkickAccuracy × 1.5 + hangTime × 0.5Min kickAccuracy 82 to qualify

SECTION 5: FORMATION BEST-FIT MATRIX

The tables below show which player archetypes perform best in each offensive scheme and defensive scheme combination. A player with the ideal archetype for his team’s scheme receives a performance bonus in the simulation algorithm. Players outside their ideal archetype are not penalized — but the ideal archetype unlocks the scheme’s full potential.

OFFENSIVE SCHEME BEST-FIT MATRIX

SCHEMEQBRBWRTEOL
West CoastPocket / Game MgrReceiver / FeatureRoute Runner / SlotReceiving / HybridBalanced / Pass Prot
Air RaidPocket / Big ArmReceiving BackSpeed Burner / RouteReceiving TEPass Protector
Vertical ThreatBig Arm / GunslingerPower (play action)Speed BurnerHybrid / BlockingPass Protector
Power RunGame ManagerPower BackBig Body / Jump BallBlocking TERun Blocker
Spread OptionDual-ThreatSpeed BackSlot / Route RunnerHybrid TEBalanced
Pro StylePocket / Game MgrFeature / All-PurposeRoute Runner / SlotHybrid TEBalanced

DEFENSIVE SCHEME BEST-FIT MATRIX

SCHEMECBSafetyDEDTNTLB
4-3 ZoneZone CB or LockdownCtr Fielder (both)Complete / Run StopPass Rush or CompleteTwo-Gap / DisruptorCoverage / Complete
4-3 ManLockdown / PressBox Safety (SS)Pass Rush SpecialistPass Rush DEDisruptor DTRun Stop / Complete
3-4 BlitzLockdown (on island)Hybrid SafetyComplete / All-PurpComplete DE / AnyNT / Space EaterBlitz LB + Complete
3-4 ZoneZone CB / Ball HawkCenter Fielder (FS)Complete / Run StopRun Stop DETwo-Gap DisruptorCoverage + Run Stop
Nickel ManLockdown + Slot CBBox (SS) + Center (FS)Pass Rush Spec.Pass Rush DEInterior RusherPass Rush + Coverage
Nickel ZoneZone + Slot CBCenter Fielder (both)Complete / AnyRun Stop DEAny DTCoverage + Complete

HOW SCHEME FIT AFFECTS THE SIMULATION

When a player’s archetype matches his team’s scheme, the GameSimEngine applies a fit bonus to his performance calculations. The bonus is modest (not game-breaking) — scheme fit is an advantage, not a guarantee.

Fit LevelSim ModifierExample
Ideal Fit+5–8% completion bonus / +0.8 run yardsPocket QB in Air Raid; Power Back in Smashmouth; Lockdown CB in Man
Compatible FitNo modifier (neutral)Route Runner WR in Air Raid; Balanced OL in any scheme
Scheme Mismatch-3–5% completion / -0.5 run yardsGame Manager QB in Vertical Threat; Blocking TE in Air Raid

SECTION 3: SCHEME ROSTER REQUIREMENTS

Each scheme demands a specific blend of positional talent. The tables below define how many starters are fielded at each position per scheme, how many roster backups are required, and the total target count on the 53-man roster. The Center also serves as the long snapper — no separate LS position exists. Kicker (K) and Punter (P) are each carried as 1 on the roster but are not counted among the 11 offensive starters.

OFFENSIVE SCHEME ROSTER REQUIREMENTS

O-line is constant across all schemes: 2 OT + 2 OG + 1 C (5 starters, 5 backups total). Skill position packages vary.

▶ 1. West Coast Offense (WCO)

PositionStartersReq. BackupsTotal on RosterNote
QB123
RB134RB is a passing weapon
WR246
TE223Receiving/blocking TE
OT224
OG224
C112
K101
P101

Total starters: 11 (offensive) | Total backups: 16 | Total roster spots: 28

▶ 2. Air Raid

PositionStartersReq. BackupsTotal on RosterNote
QB123
RB134Checkdown / blocking
WR4264-wide base set
TE033Packages only; still roster 3
OT224
OG224
C112
K101
P101

Total starters: 11 (offensive) | Total backups: 15 | Total roster spots: 28

▶ 3. Vertical Threat / Deep Ball

PositionStartersReq. BackupsTotal on RosterNote
QB123Big arm required
RB134Play-action credibility
WR336Speed burners
TE123Blocking or hybrid
OT224Pass protection priority
OG224
C112
K101
P101

Total starters: 11 (offensive) | Total backups: 15 | Total roster spots: 28

▶ 4. Power Run / Smashmouth

PositionStartersReq. BackupsTotal on RosterNote
QB123Game manager
RB2242-back sets (I-Form)
WR246Red zone targets
TE123Blocking TE
OT224Run blockers
OG224Dominant interior
C112
K101
P101

Total starters: 11 (offensive) | Total backups: 15 | Total roster spots: 28

▶ 5. Spread Option / RPO

PositionStartersReq. BackupsTotal on RosterNote
QB123Mobile QB essential
RB134Speed back
WR336Slot receiver priority
TE123Hybrid TE
OT224Zone blocking
OG224
C112
K101
P101

Total starters: 11 (offensive) | Total backups: 15 | Total roster spots: 28

▶ 6. Pro Style / Balanced

PositionStartersReq. BackupsTotal on RosterNote
QB123Versatile QB
RB134All-purpose back
WR246
TE2132-TE formations
OT224
OG224
C112
K101
P101

Total starters: 11 (offensive) | Total backups: 15 | Total roster spots: 28

DEFENSIVE SCHEME ROSTER REQUIREMENTS

Defensive backups are sourced from the combined depth chart (DE 4, DT 4, OLB 3, MLB 2-3, CB 5, SS 2, FS 2 target roster). Front structure drives OLB/MLB split and DT depth.

▶ 4-3

PositionStartersReq. BackupsTotal on RosterRole Note
DE224Edge setters
DT224Interior run stop
OLB213SAM + WILL
MLB112MIKE — run funneler
CB235Man coverage pair
SS112Box safety
FS112Deep center

Total starters: 11 | Total backups: 11 | Total roster spots: 22

▶ 3-4

PositionStartersReq. BackupsTotal on RosterRole Note
DE224Two-gap ends
DT134NT must two-gap
OLB213Primary pass rushers
MLB2132 ILBs start; roster 3
CB235
SS112
FS112

Total starters: 11 | Total backups: 12 | Total roster spots: 23

▶ Cover 2

PositionStartersReq. BackupsTotal on RosterRole Note
DE224
DT224
OLB213
MLB112Drops into Tampa-2 zone
CB235Press at line of scrimmage
SS112Flat zone / box
FS112Deep half

Total starters: 11 | Total backups: 11 | Total roster spots: 22

▶ Cover 3

PositionStartersReq. BackupsTotal on RosterRole Note
DE224
DT224
OLB213Hook/curl zones
MLB112Hook zone / spy
CB235Deep third each side
SS112Underneath zone
FS112Deep center field

Total starters: 11 | Total backups: 11 | Total roster spots: 22

▶ Blitz Heavy (Nickel)

PositionStartersReq. BackupsTotal on RosterRole Note
DE224
DT224
OLB123One blitzes; one covers
MLB112Blitz or spy
CB325Nickel CB in slot
SS112Safety blitz packages
FS112Last line of defense

Total starters: 11 | Total backups: 11 | Total roster spots: 22

07
Chapter

The Player Profile

Overview

Tapping any player in the roster, depth chart, trade screen, or league browser opens the Player Profile — a 5-tab card screen styled after Football Manager’s player view. Every number on this screen is either directly stored in the player model or computed deterministically from it.

Tabs: SKILLS · DEVELOP · CONTRACT · GAMES · CAREER

Fixed Header

The header is always visible regardless of which tab is active.

Position badgeOrange chip (e.g. QB, WR). Position.rawValue.
Jersey number#XX — assigned at player generation, persists career.
AgeCurrent season age. Drives career arc and OVR decay.
Archetype labelComputed by ArchetypeEngine from the player’s top attributes. Example: ‘Pocket Passer’, ‘Speed Rusher’, ‘Press Corner’.
Injury indicatorRed text — body part + weeks remaining — shown only when player is injured.
IT Factor badgeRising / IT FACTOR / LEGEND — revealed by ItFactorEngine once threshold is met. Generational talent badge unlocks at star status.
Ring badgesChampionship ring icon × count. Earned by winning the Super Bowl.
OVR ringCircular progress ring around the Overall Rating number. Color: dark green ≥90, medium green ≥80, amber ≥70, orange ≥60, red <60.

SKILLS Tab

Shows the player’s complete attribute profile split into three sections, plus archetype chips and physical measurements.

Talent Tier Badge

Only shown for STAR, SUPERSTAR, and GENERATIONAL players (the top three tiers). Badge color matches the tier: gold = Generational, purple = Superstar, blue = Star. The majority of players (Starter / Role Player / Backup tiers) do not get a badge.

Archetype Chips

A horizontal row of 2–3 chips showing the player’s most defining numeric attributes. Each chip shows a raw 0–99 number with the attribute name below it. These are the same stats that give the player their archetype label. Example for a WR: Catching | Route Running | Separation.

Height / Weight Row

Displayed as a two-cell card with HEIGHT and WEIGHT. Height uses feet-and-inches format (e.g. 6’2″). Weight is in pounds. Both are generated once at creation and never change.

Rating Color System

Every attribute number appears in a colored badge:

RANGEBADGE COLORMEANING
90–99Dark GreenElite — top-tier NFL caliber
80–89Medium GreenAbove average — reliable starter
70–79AmberAverage pro starter range
60–69OrangeBelow average — backup territory
50–59Red-orangePoor — developmental or depth
<50Dark redVery poor — cut candidate

PHYSICAL Section

What it shows: The player’s athleticism and body attributes.

Attributes vary by position but typically include: Speed, Strength, Agility, Burst, Stamina, Injury Resistance. For linemen, Strength weights heavily. For skill positions, Speed and Burst dominate.

Source: Player.ratings.physical — generated at creation, updated each offseason by OffseasonEngine.

MENTAL Section

What it shows: The player’s cognitive and psychological game.

Always includes Composure (how well the player performs under pressure — key to clutch situations and affects game simulation directly). Other common attributes: Football IQ, Awareness, Coachability, Leadership, Clutch. Each position has a specific mental card defined in PlayerCardEngine.

Note: Composure is generated using a position-specific probability distribution — QBs and veterans cluster higher; rookie linemen cluster lower.

TECHNICAL Section

What it shows: The player’s football craft and skill execution.

These are position-specific skills: a QB sees Arm Strength, Accuracy Short/Mid/Deep, Release, Ball Security. A CB sees Man Coverage, Zone Coverage, Press, Pursuit, Catching. Etc. These technical attributes feed directly into OVR formula weights for each position and into the archetype engine.

Source: Player.ratings.technical — each attribute has its own generation distribution and some have secondary probability tables for outlier values (e.g. elite TE Release, OL Agility).

DEVELOP Tab

Shows historical OVR progression, ceiling, and the three key factors that drive offseason development.

Rating Progression Chart

A line + area chart plotting the player’s overall rating by season. The x-axis shows the last N seasons; the y-axis is clamped to a range starting 5 points below the player’s historical minimum. An orange line tracks the curve, with filled markers at each data point.

Important: The chart only builds up after each completed season. In year 1 the chart shows a single point.

Estimated Potential (Scouts)

LabelGenerational / Superstar / Star / Starter / Role Player / Backup — derived from TalentTier
Current OVRThe player’s current overall rating (left number)
Ceiling OVRPlayer.potential — the maximum OVR this player can realistically reach. Set at generation based on talent tier.
Progress ringShows what fraction of the ceiling has been reached. Blue = lots of upside, orange = near ceiling, green = fully realized

Scouts’ estimate is an approximation — actual peak depends on coaching, development environment, and offseason dice rolls.

Development Stars (Three Tiles)

Three tiles side by side, each rated 0–5 stars. Stars represent the quality of each development factor for this specific player.

COACHING (1–5 stars)

Measures how good the coaching staff is for this player’s position. Computed from: (position coach rating × 2 + HC rating + coordinator rating) / 4. A position coach vacancy reduces this score significantly because the slot gets a forced default of 55.

5 starsAverage ≥85 across the chain — elite development environment
4 starsAverage 75–84 — above average
3 starsAverage 65–74 — average
2 starsAverage 55–64 — below average
1 starAverage <55 — poor coaching environment, likely a vacant role

TEAM MENTORS (0–5 stars)

Counts the quality of teammates at the same position. High-tier teammates provide mentorship through competition and shared knowledge. Scoring: Generational teammate = +5, Superstar = +3, Star = +2, Quality Starter = +1. Points are summed and clamped to 5 stars.

A backup QB on a roster with Patrick Mahomes will have 5 mentor stars. A DE on a thin defensive line will have 0.

PERSONALITY (1–5 stars)

Reflects the player’s internal development drive:

Work Ethic Elite+2 points
Work Ethic Good+1 point
Work Ethic Poor-1 point
Coachability High+1 point
Coachability Difficult-1 point
Leadership High+2 points
Leadership Medium+1 point
Big Game Player+1 point
Clutch Performer+1 point

Injury History

A reverse-chronological list of every recorded injury. Each row shows the body part (in red), the season + week the injury occurred, and how many weeks the player was out. ‘None’ is displayed if the player has never been injured.

Injuries that occurred before the player joined your roster are still visible — injury history is career-wide, not team-specific.

CONTRACT Tab

Shows the player’s character traits, current contract terms, and all available contract actions.

CHARACTER Section

Morale indicator: A colored circle with an arrow icon.

Up arrow (green)Player is happy. Morale is positive.
Neutral (gray)Player is content. No morale modifier.
Down arrow (red)Player is unhappy. Negative morale modifier.
Angry (dark red)Player is disgruntled. May request a trade.

Seven character traits (each displayed as LOW / MED / HIGH):

GreedHow much the player prioritizes money in negotiations. HIGH = demands market value; LOW = open to discounts.
LoyaltyHow strongly the player values staying with the organization. HIGH = hometown discounts possible.
AmbitionHow much the player wants to win now. HIGH = may request trade if team struggles; LOW = patient.
EgoHow the player reacts to reduced roles. HIGH = scheme conflicts, locker room tension.
Work EthicImpact on development. ELITE = fastest progression; POOR = slower development.
PersonalitySocial impact on teammates. HIGH = boosts morale and cohesion.
LeadershipAbility to lift teammates. HIGH = significant locker room influence and mentor star generation.

Locker Room Impact badge: A summary label derived from personality + leadership. Categories range from ‘Toxic’ to ‘Anchor’ and affect team morale and staff chemistry calculations.

Contract Details Section

Annual SalaryWhat counts against the salary cap each year the contract is active ($thousands).
Cap HitTotal cap charge this season, including any dead cap from restructuring.
Years RemainingSeasons left on the current deal.
Dead CapWhat you owe if you release this player now — prorated signing bonus accelerates onto the current year.
Dead Cap (June 1)Split release: partial dead cap this year + remainder next year.
Market ValueThe engine’s estimate of what this player would command on the open market.

Contract Action Buttons

EXTEND / MANAGEOpens ContractManageView with three tabs: Extend (new deal), Restructure (convert salary to bonus), Franchise Tag.
RELEASEOpens a confirmation dialog with two options: standard release (all dead cap hits immediately) or June 1 designation (splits dead cap across this season and next).
ADD TO TRADE BLOCKAdds the player to your team’s trade block. The TradeEngine will start generating AI offers.
SIGN (FA only)Opens the FA offer sheet — only visible when viewing a free agent. Set years and salary, then submit the offer.
PROPOSE TRADEVisible when the player belongs to another team and you’ve initiated a trade seed. Opens TradeProposalView.

GAMES Tab

A scrollable game-by-game log for the current season. Each row shows the week, opponent, result (W/L), and the player’s key stats for that game. Stats shown vary by position.

This tab is powered by PlayerGamesView.swift and reads from the player’s accumulated season stats tied to each game record.

CAREER Tab

Season-by-season career stats, milestones, and legacy information.

Season History

One row per season the player has appeared in. Shows year, team abbreviation, games played, and position-specific season totals. Seasons before the player joined your league show where they played.

Accolades

Pro Bowl selections, All-Pro honors, and championship rings. Each accolade is listed with the season it was earned.

HOF Status

Displayed when the player meets the Hall of Fame threshold for their position. The HOFEngine evaluates career statistical milestones (e.g. QB: 40,000 yards + 250 TDs; WR: 900 receptions + 12,000 yards). Once triggered, the HOF badge appears here.

College

The college or university the player attended. Assigned at player generation using CollegeData.swift (tiered probability table from elite programs to mid-major). High-potential players are more likely to come from Tier 1 schools.

How OVR Is Calculated

Each player has a single Overall Rating (0–99) that summarizes their full attribute set. OVR is a weighted average of Physical + Mental + Technical attributes, with weights specific to each of the 18 positions. A +2 bonus is added to all players to keep ratings in a realistic NFL range (late-round rookies average ~65, Pro Bowl starters ~82–88).

See FD_OVR_Formula_Reference.docx for the full position-by-position weight tables.

BrannGM: Football ’26 · Player Profile Reference · v1.0 · July 2026

08
Chapter

Player Development & Progression

BRANNGM: FOOTBALL ’26

PROGRESSION SYSTEM

Master Gameplay Reference

Part of the BrannGM: Football ’26 Master Gameplay Manual

Version 1.0 · Season 2026

Overview

The Progression System is the engine that makes BrannGM: Football ’26 a true dynasty game. Every offseason, each player, coach, scout, and physio changes — some grow, some plateau, some decline. The trajectory arrow (▲▲▲ through ▼▼) tells you which direction a person is heading without needing to open their profile.

Arrows are calculated once per offseason and stored on the model. They update the following offseason based on the new inputs — age, potential gap, coaching quality, and team performance. Nothing is random about the arrow itself: the same inputs always produce the same arrow.

KEY DESIGN PRINCIPLES

• Arrow = trajectory, not quality. A 99 OVR player with ▼▼ is still elite — but plan to replace them.

• Arrows update annually. No mid-season changes. Plan around the offseason reveal.

• Coaching matters position-by-position. Stacking great coaches at the right spot accelerates specific players.

• Staff have trajectories too. An ascending 75 OVR OC is more valuable than a declining 85 OVR one.

Trajectory Arrow Tiers

Six tiers, each mapping to a projected OVR delta range. The arrow appears inline on every list row — roster, depth chart, staff, and draft class.

TIERPROJECTED DELTAWHAT IT MEANS
▲▲▲Elite Growth+3 or more OVR projected per seasonExceptional growth window — young player with elite potential, strong coaching, and high work ethic. Rarely seen in veterans.
▲▲Strong Growth+2 OVR projectedSolid upward trend. Usually a young player with room to grow and above-average coaching behind them.
▲Developing+1 OVR projectedGradual improvement. Typical for mid-career players still trending up.
—Stable0 change expectedAt or near their ceiling. Can still be a cornerstone player — arrow indicates trajectory, not quality.
▼Fading−1 to −2 OVR projectedEarly decline phase. Veteran entering age 30–32. Still productive, but the clock is ticking.
▼▼Declining−3 or more OVR projectedSteep drop-off. Typically 33+ or significantly past their prime. Plan succession.

Player Development

Every player’s OVR changes once per offseason. The change is determined by four interacting factors:

1. AGE CURVE

Under 24

Typical delta: +1 to +4 (randomised, then scaled)

24–25

Typical delta: 0 to +3

26–28 (growth taper)

Typical delta: −1 to +2

29–30

Typical delta: −2 to +1

31–32

Typical delta: −4 to 0

33–34

Typical delta: −6 to −1

35+

Typical delta: −9 to −3

2. POTENTIAL GAP

Growth deltas are capped by the gap between a player’s current OVR and their potential ceiling. A player at 75 OVR / 99 potential has 24 points of headroom. A player at 75 OVR / 77 potential has 2 points — they’re almost done growing, regardless of age.

Rule: if OVR ≥ potential, the growth delta is forced to 0.

3. WORK ETHIC TRAIT

Poor: 0.70× (growth is blunted)

Average: 1.00× (baseline)

Good: 1.20× (accelerated)

Elite: 1.50× (exceptional — rare)

Work Ethic multiplies the raw age-curve delta before coaching is applied. A player with Elite work ethic and a +3 raw delta becomes +4 (rounded) before coaching touches it.

4. COACHING QUALITY

Position-specific multiplier (0.75–1.25×) derived from the three-coach chain for that position. Replaces the old team-wide coaching average.

Stacking a 99-rated HC, 99-rated OC, and 99-rated QB Coach gives a QB the maximum 1.25× coaching multiplier — the biggest single lever available outside of talent tier.

FULL FORMULA (growth phase only)

finalDelta = rawAgeDelta × workEthicMultiplier × coachingMultiplier

Clamped to: potential − current OVR (cannot grow past ceiling)

Coaching Influence Engine

The coaching multiplier is the single most controllable lever in player development. Unlike age or potential, you choose your staff. The engine evaluates each player’s position against a three-coach chain — Head Coach, coordinator, and position coach — all drawing on the specific sub-rating relevant to that position.

Position → Coach Chain
POSITIONHEAD COACH (33%)COORDINATOR (33%)POSITION COACH (33%)
QBqbsRatingOC · qbsRatingQB Coach · qbsRating
RBrushingRatingOC · rushingRatingRB Coach · rushingRating
WR / TEreceivingRatingOC · receivingRatingWR Coach · receivingRating
OT / OG / CblockingRatingOC · blockingRatingOL Coach · blockingRating
DE / DTpassRushRatingDC · passRushRatingDL Coach · passRushRating
OLB / MLBpassRushRatingDC · passRushRatingLB Coach · passRushRating
CB / SS / FScoverageRatingDC · coverageRatingDB Coach · coverageRating
K / PkickingRatingSTC · kickingRating(no dedicated coach)
Quality Score → Multiplier

The three coaching sub-ratings are averaged (vacant slots are excluded, not zeroed). The combined score maps linearly to a multiplier:

QUALITY SCOREMULTIPLIERDESCRIPTION
991.25×Elite coaching — fastest possible development
851.18×Strong coaching — meaningfully accelerated growth
701.00×Average coaching — baseline development rate
550.87×Below average — slightly slower development
400.75×Poor coaching — slowest development

MULTIPLIER FORMULA

multiplier = 0.75 + (qualityScore − 40) / (99 − 40) × 0.50

Score 40 → 0.75× Score 70 → 1.00× Score 99 → 1.25×

EXAMPLE — Stacking a QB Room

HC qbsRating = 95 · OC qbsRating = 99 · QB Coach qbsRating = 99

Average quality score = (95 + 99 + 99) / 3 = 97.7 → multiplier ≈ 1.24×

A 22-year-old QB with Elite work ethic would see: +3 raw delta × 1.50 × 1.24 = +5.6 → +6 OVR

Staff Progression

Coaches, scouts, and physios have their own trajectory arrows. Staff development runs once per offseason immediately after player development. The trajectory reflects where a staff member is in their career arc, not their current OVR.

STAFF TYPEAGE PEAKEXPERIENCE CURVEPERFORMANCE SIGNAL
Coaches32–50Growing years 1–5 in role Plateau years 6–12 Decline after 55Win% ≥62.5% → +1 nudge Win% <37.5% → −1 nudge
Scouts28–45Strong growth years 1–3 Growth years 4–6 Plateau years 7–15 Decline after 49Draft hit rate (future) No performance signal currently
Physios30–52Growth years 1–4 Plateau years 5–14 Decline after 53Team injury rate (below league avg → +nudge)

STRATEGIC IMPLICATION

A first-year OC with a ▲▲▲ arrow and a 72 OVR is often a better hire than a veteran OC with a ▼▼ arrow and an 88 OVR — especially if you’re on a multi-year rebuild. Watch trajectory before signing long contracts.

Where Trajectories Are Displayed

Trajectory arrows are visible on every key list view in the game. No tapping into profiles required — you can assess your entire roster and staff at a glance.

SCREENWHO GETS AN ARROWHOW IT’S SHOWN
Roster List (TEAM tab)All active playersTrajectory arrow beside OVR badge. Replaces the old +/− number. Green/gray/orange/red at a glance.
Depth ChartAll depth chart entriesArrow shown on trailing edge of each row before injury status badge.
Draft Class / ProspectsAll eligible prospectsArrow based on potential stars (5★ = ▲▲▲, 4★ = ▲▲, 3★ = ▲, 2★ = —, 1★ = ▼). Reflects development ceiling, not current OVR.
Staff List — Coaches TabAll coaching staffColoured pill badge (▲▲▲ / ▲▲ / ▲ / — / ▼ / ▼▼) after OVR circle on every coach row.
Staff List — Scouts TabAll scoutsSame pill badge on every scout row in Front Office.
Staff List — Physios TabHead + Assistant PhysioSame pill badge on physio rows.

GM Personality Interactions

Two GM Personalities interact directly with the progression system:

⬆️ PLAYER DEVELOPER

+1 additional OVR delta per season for every player on your roster who is age 25 or younger — on top of all other factors. Only applies when the player is already developing positively.

🔭 SCOUTING ACE

+10 to the effective scout rating on every film review, tightening the error range on prospect attribute reveals. This directly improves how accurately draft trajectories are predicted.

BUILDING A DYNASTY THROUGH PROGRESSION

Draft players with ▲▲▲ arrows. Build coaching stacks around your key positions. Hire ascending staff with room to grow. Sell players whose arrows have turned before the market catches on. The trajectory arrow is the most honest signal in BrannGM: Football ’26 — use it.

Development Reference Tables

Talent Tier & Ceiling

Talent Tier System — Ceiling, Distribution & What Changes It

TierLabelIn-Game TagOVR Ceiling Range% of PlayersDescription
S+GenerationalS+ Tier95 – 99~0.5%Once-in-a-generation player. Brady, Lawrence, Rice-level greatness. Hidden ceiling for first 6 career years.
SSuperstarS Tier88 – 95~3%True superstar. Pro Bowl regular, franchise cornerstone.
AStarA Tier82 – 90~8%High-end starter. Will be a difference-maker for years.
BQuality StarterB Tier75 – 84~18%Solid starter, keeps his spot. Won’t carry a team alone.
CJourneyman—65 – 77~30%Rotational player. Competes for a starting role.
DBackup—55 – 68~28%Career backup. Valuable depth.
FFiller—45 – 60~13%Practice squad / late-round depth.

WHAT CHANGES THE CEILING?

Coaching qualityNO — coaching makes him reach his ceiling FASTER, not higher.
Team Mentors (elite teammates)NO — mentors accelerate development but don’t raise the ceiling.
Super Bowl ringsNO — rings add to career accolades and HoF % but not OVR ceiling.
Scouting accuracyNO — better scouts reveal the true ceiling more accurately (future: scout noise).
It Factor revealPOSSIBLE — It Factor composure bonus shows in Mental card (+5 to +15 pts visible).
Player regression (future)FUTURE — a major injury or burnout could lower the model’s peakOVR mid-career.

Career Arc

Career Arc — Development Delta by Age Bracket

Age BracketDelta MinDelta MaxAvg DeltaCareer PhaseWork Ethic MultNotes
Under 24+1+4Rising ↑0.70 – 1.50×High growth window. Elite work ethic at this age = massive gains.
24 – 250+3Prime Approach ↑0.70 – 1.50×Growth slows — player approaching peak.
26 – 28-1+2Peak window ↔1.0 only (delta>0)Prime years. Development multiplier only applies to positive deltas.
29 – 30-2+1Leveling off ↓1.0 only (delta>0)Late prime / early decline. Small growth still possible.
31 – 32-40Decline ↓N/A (decline only)Pure decline phase. No positive delta possible.
33 – 34-6-1Sharp Decline ↓↓N/ASignificant yearly drop. Elite players may survive if peakOVR high enough.
35+-9-3End of Career ↓↓↓N/ASteep decline. Most players retired. Legends limp along at reduced OVR.

PEAK AGE RANGES BY POSITION

PositionPeak Start AgePeak End AgeDecline / YearNotes
QB26–2829–333.0QBs peak late and last long — high mental demands delay true prime
RB23–2527–294.0Running backs peak early and decline sharply due to physical wear
WR24–2728–323.5Wide receivers have a mid-length prime, routes compensate for speed loss
TE25–2829–333.0Tight ends peak in late 20s, blocking skills age well
OL26–2930–352.0Offensive linemen are most durable — technique improves with age
DE24–2728–313.5Edge rushers need explosive athleticism — declines in early 30s
DT25–2829–332.5Interior linemen durable; power stays longer than speed
LB24–2728–313.5Linebackers decline as athleticism fades, recognition delays it
CB23–2627–304.0Corners rely on speed — decline hits early and fast
S24–2728–323.0Safeties last longer than corners — positioning covers speed loss
K/P25–2829–381.5Kickers age best — pure skill. Decline is gradual.

Team Mentors

Team Mentors — Star Calculation & Development Impact

Teammate Talent TierIn-Game LabelMentor ScoreApprox. OVRWhy This Matters
S+ GenerationalGenerational+5 pts95–99Rare. Playing next to a legend accelerates your learning curve dramatically.
S SuperstarSuperstar+3 pts88–95True star. Teaches you to compete at the highest level.
A StarStar+2 pts82–90High-end starter. Sets a strong example of professionalism.
B Quality StarterStarter+1 pt75–84Solid pro. Baseline mentorship — just being around a good pro helps.
C/D/F—0 pts< 75No mentor credit. Can’t teach what you haven’t mastered.

MENTOR SCORE → STAR RATING

ScoreStarsExample Scenario
0 pts0 StarsNo elite teammates at this position
1 pt1 StarOne quality starter to learn from
2 pts2 StarsA star player in the room
3 pts3 StarsA superstar OR two star players
4 pts4 StarsA generational + a star, or two superstars
5 pts5 StarsRare: generational + superstar at same position
⚠ Important:Only same-position teammates count. A generational QB does NOT mentor your WRs.
Future Feature:Mentor stars will add a bonus to the development delta (currently display-only).

College Cohorts

BrannGM: Football ’26 — College Cohorts Reference

3-5 year scouting horizon: class grades, generational alerts, position outlook, talent distribution

WHAT ARE COLLEGE COHORTS?

PurposeFuture draft classes (ineligible players) organised by years until eligible. The GM gets a 3-5 year window into the talent pipeline.
Data sourceProspects generated at league creation and each new offseason in LeagueSetup. Ineligible prospects advance one year each offseason.
Visibility ruleNames, positions, colleges, and potential stars visible for all cohort players. True OVR/peakOVR stay hidden until eligible.
Generational revealS+ players (peakOVR >= 95) trigger a gold banner. Position and college shown even before a player becomes eligible.
ScoutingFilm review (free) auto-runs for eligible-class players at board creation. Paid actions unlock after a player becomes eligible.

CLASS GRADE FORMULA (classGrade() in CollegeProspectsView.swift)

GradeLabel5-Star Count4-Star CountGen Talent?Notes
A+HISTORIC>=2anyYESGen S+ talent anchors class. Extremely rare (~0.5% of all prospects).
AELITE>=3 OR genanyOptionalMultiple elite ceilings. Once-per-decade class depth.
A-LOADED>=2anyNoStrong top-end talent. Two franchise-level ceilings.
B+DEEP>=1>=5NoElite anchor + strong depth across multiple positions.
BSOLID0>=3NoGood mid-level depth. No stars but useful starters abound.
B-AVERAGE0>=1NoAt least one high-ceiling player; otherwise ordinary.
CTHIN00NoBelow-average class. Limited franchise-starter potential.

GENERATIONAL TALENT ALERT (Lightning Bolt Banner)

Trigger conditionplayer.peakOVR >= 95 (S+ Tier). Approximately 0.5% of all prospects reach this threshold.
What is shownPosition group + College visible. Player name also visible. Lightning bolt icon on cohort cards and in the prospect list.
Golden name colorS+ players display in gold text in the prospect list with a lightning bolt badge next to their name.
Class tag overrideAny class containing a generational player is tagged HISTORIC regardless of the rest of the class quality.
Grade overrideClass grade = A+ if generational present AND >=2 five-stars in the same class. Otherwise forced to A.
Tanking signalBanner gives GM a clear multi-year signal to position for a top pick. Franchise-altering strategy decisions start here.

PROSPECT BUZZ LABELS (buzzLabel() in CollegeProspectsView.swift)

LabelPotential StarsGen Tier?Meaning
GEN. TALENTAnyYESS+ player (peakOVR >= 95). Gold badge. Once-per-decade prospect.
NATIONAL BUZZ5-starNoSuperstar ceiling (peakOVR 88-94). Top prospect status nationwide.
REGIONAL BUZZ4-starNoStar ceiling (peakOVR 82-90). Legitimate 1st/2nd round talent.
UNDER THE RADAR3-starNoQuality starter ceiling (75-84). Worth monitoring.
DEVELOPING1-2 starNoBelow-average ceiling. Depth/rotation player upside.

POSITION OUTLOOK (positionDepth() in CollegeProspectsView.swift)

ColorLevelCondition
GreenLOADED>=2 prospects with potentialStars >= 4 in this position group
YellowAVERAGE1 prospect with potentialStars >= 4 OR >=3 with potentialStars >= 3
RedTHIN0 four-star prospects and fewer than 3 three-star at this position

Position groups: QB / RB / WR / TE / OL (OT/OG/C) / DE/DT / LB (OLB/MLB/LB) / DB (CB/FS/SS)

TALENT DISTRIBUTION BAR (talentDistributionBar() in CollegeProspectsView.swift)

TierColorConditionDescription
S+GoldisGenerationalTier() — peakOVR >= 95Rarest segment. Gold fill. Once-per-decade players.
SDark Green5-star potential (not generational)peakOVR ~88-94. Superstar ceiling.
AMed Green4-star potentialpeakOVR ~82-90. Star / franchise-starter ceiling.
BOlive3-star potentialpeakOVR ~75-84. Quality starter ceiling.
CRust Red2-star potentialpeakOVR ~65-77. Journeyman / backup range.
D/FDark Red1-star or 0-star potentialpeakOVR < 65. Filler / practice squad range.

Bar width proportional to count within the cohort class. Very small tiers suppress the label overlay.

09
Chapter

Snaps & Playing Time

NFL-calibrated snap-percentage targets by position and depth-chart slot (averages based on pro tracking data 2020–2024).

Offense

PositionDepth SlotNFL % (Low)NFL % (High)FD Target Snap %FD Code FalloffDesign Notes
QBStarter (DC #1)0.9811hardcoded-alwaysQB always uses offRoster.first{pos==.QB}. Depth chart slot #1 = starter. No randomness.
QBBackup00.020n/aOnly plays if starter is injured. depthChartOrderedRoster moves injured players to end.
CStarter0.9510.98n/a (100%)OL plays every snap. Not individually stat-tracked; inferred from total offensive plays.
OGStarter0.9510.98n/a (100%)Both guards play every snap. Backup OG only enters on injury or late-game.
OTStarter0.9210.97n/a (~97%)LT/RT starters. Minor rotation (3%) for rest in blowouts.
RBStarter (bell-cow)0.520.680.60.48falloff 0.48 → starter gets ~60% of carries. Change to 0.60 for 2-back split.
RBRB20.20.320.250.48RB2 gets ~25%; RB3 shares remaining ~8%. Snap % from pickPlayer weight.
WRWR10.820.930.870.68falloff 0.68 → WR1 ~37% of targets from 4-WR pool. On field ~87% of plays.
WRWR20.680.80.730.68WR2 ~26% of targets; WR3 ~18%; WR4 ~8%.
WRWR3 / Slot0.40.580.480.68Slot receiver sees more snaps in 3-WR sets.
WRWR4+0.120.280.180.68Reserve WR — limited snaps; mainly special teams.
TETE10.620.80.70.68TE1 shares WR pool; gets ~12% of all targets. ~70% offensive snaps.
TETE20.180.380.250.68TE2 mostly blocks; rarely targeted.

Defense

PositionDepth SlotNFL % (Low)NFL % (High)FD Target Snap %FD Code FalloffDesign Notes
DEStarter0.620.80.70.55falloff 0.55 → starter DE gets ~65% of pass rush snaps. Rotational DE ~23%.
DERotational0.280.450.330.553-man DE rotation is common in modern NFL.
DTStarter (3T / NT)0.520.680.60.68DT rotation is heavier. 3-man DT rotation typical; starter gets ~60%.
DTRotational DT0.30.480.380.68Second DT gets ~38% in rotation.
OLBStarter0.70.880.780.68OLB starter; falloff 0.68 shared with MLB in pickPlayer pool.
MLBStarter0.850.950.90.68MLB highest defensive snap % — an every-down linebacker.
LBBackup (OLB/MLB)0.150.30.20.68Backup LB rotates in on run-downs or 2-LB packages.
CBCB10.850.950.90.82falloff 0.82 → CB1 covers ~46% of pass plays. Almost never leaves the field.
CBCB20.780.880.820.82CB2 ~33% of coverage assignments.
CBNickel / Slot CB0.450.620.50.82Nickel CB plays in 5-DB sets; ~50% of snaps in modern NFL (3rd-down situations).
FSStarter0.870.950.90.82Free Safety plays almost every defensive snap. Rarely rotated.
FSBackup0.050.150.080.82Backup FS only enters on injury or late blowout.
SSStarter0.820.920.870.82Strong Safety slightly lower than FS due to dime packages.
SSBackup0.080.180.120.82Backup SS mirrors FS backup role.

Special Teams

PositionDepth SlotNFL % (Low)NFL % (High)FD Target Snap %FD Code FalloffDesign Notes
KStarter11n/an/aK plays on all FG/PAT attempts. Snaps ≈ (FGA + PAT). Not in pickPlayer — always .first{.K}.
PStarter11n/an/aP plays every punt down. Not in pickPlayer — always .first{.P}.
HOW SNAPS ARE TRACKED IN BRANNGM: FOOTBALL ’26 (Code Reference)
QBAlways offRoster.first{$0.position == .QB}. Starter = DC slot #1. Earns an offensiveSnap on EVERY play.
OL (C/OG/OT)Play 100% of offensive snaps. Not tracked in PlayerStats; OL snap count inferred from total game plays.
RBpickPlayer(falloff: 0.48) — starter ~60% of carries, RB2 ~25%, RB3 ~8%.
WR / TEpickPlayer(falloff: 0.68) — WR1 ~37% of targets, WR2 ~26%, WR3 ~18%, TE1 ~12%.
DEpickPlayer(falloff: 0.55) — DE starter dominant pass rusher; ~65% of DE snaps.
DTpickPlayer(falloff: 0.68) — DT rotation heavier; starter ~60%.
MLB / OLBpickPlayer(falloff: 0.68) — MLB gets most tackles (~90%); OLB shares pool.
CBpickPlayer(falloff: 0.82) — CB1 covers ~46% of pass plays; CB2 ~33%; Nickel ~22%.
FS / SSpickPlayer(falloff: 0.82) — Safety starter on field ~87-90% of defensive snaps.
K / PAlways offRoster.first{pos == .K/.P}. Kicker plays all FG/PAT; Punter all punts.
10
Chapter

Injuries & the Physio Department

1. Overview

BrannGM: Football ’26 uses 15 named injury types across three severity tiers. Every injury that sidelines a player is drawn from this table. The physio department tracks, treats, and advises on all active injuries, and the GM can request early clearance — with consequences.

Injury frequency is calibrated to real NFL data. On average, expect 1–3 significant injuries per team per season. Running backs are the most vulnerable; kickers and punters almost never get hurt.

2. The 15 Injury Types

The table below lists every injury in the game. Colour coding: green = Mild, yellow = Moderate, red = Severe.

InjurySeverityWeeksPhysio BlocksOVR PenaltyRisk MultCommon Positions
Ankle SprainMild1–2No−5 OVR×1.6All positions
Groin PullMild1–3No−5 OVR×1.6QB, RB, K/P
Knee ContusionMild1–2No−5 OVR×1.6All positions
Broken FingerMild2–4No−5 OVR×1.6QB, WR, OL
Rib ContusionMild1–3No−5 OVR×1.6RB, TE, LB
Back SpasmMild1–2No−5 OVR×1.6QB, OL, DL
Turf ToeMild1–3No−5 OVR×1.6WR, CB, RB
High Ankle SprainModerate3–5No−10 OVR×2.8RB, WR, QB
Hamstring StrainModerate2–4No−10 OVR×2.8RB, WR, LB, CB
MCL SprainModerate3–6No−10 OVR×2.8QB, RB, OL
Shoulder SeparationModerate2–5No−10 OVR×2.8QB, WR, DB
Rotator Cuff StrainModerate3–6No−10 OVR×2.8QB, DE, OL
ACL TearSevere18–22YESBLOCKEDN/AAll (season-ending)
Fibula FractureSevere10–14YESBLOCKEDN/AAll positions
ConcussionSevere1–3*YESBLOCKEDN/AQB, LB, DB, WR

* Concussion: Duration is 1–3 weeks, but protocol is ALWAYS enforced — the GM cannot override concussion clearance regardless of weeks remaining.

3. Severity Tiers

3.1 Mild (Green)

Minor soft-tissue damage resolved in 1–3 weeks. The physio approves play-through with an OVR penalty of 5 points and elevated re-injury risk (×1.6).

Ankle Sprain · Groin Pull · Knee Contusion · Broken Finger · Rib Contusion · Back Spasm · Turf Toe

3.2 Moderate (Yellow)

Significant soft-tissue damage requiring 2–6 weeks of rehab. Override docks 10 OVR points and applies a ×2.8 re-injury multiplier.

High Ankle Sprain · Hamstring Strain · MCL Sprain · Shoulder Separation · Rotator Cuff Strain

3.3 Severe (Red) — Physio Always Blocks

Structural damage requiring complete healing. No GM override is possible for any severe injury.

ACL Tear — 18–22 weeks; automatically season-ending.

Fibula Fracture — 10–14 weeks. Bone must fully consolidate before contact.

Concussion — 1–3 weeks, but clearance protocol is non-negotiable. Permanent neurological risk.

4. Injury Probability by Position

Base per-game injury rates. Modifiers stack multiplicatively.

PositionBase Rate / GameNotes
RB4.8%Highest — constant contact
OLB / MLB3.6%High — gap-filling, tackling
DE / DT3.2%High — engagement every play
WR3.0%Moderate — route running, catches
CB / S2.8%Moderate — coverage / tackling
TE2.6%Moderate
OT / OG / C2.4%Lower — protected position
QB1.8%Lower — protected; high impact when hurt
K / P0.8%Rare

4.1 Modifiers

Injury-Prone trait: ×1.65

Age 30–32: ×1.20 | Age 33–35: ×1.45 | Age 36+: ×1.70

Physio Prevention Score 100: ×0.85 | Score 50: ×1.00 | Score 0: ×1.15

Disciplinarian GM trait: ×0.88 for own team

5. GM Early-Return Override

The GM may request early clearance for any injured player from the Physio → Injury List tab. The physio evaluates the request and either refuses or provides a warning before the GM decides.

5.1 Flow

Step 1 — Tap “Request Early Return” on any injured player in the Injury List.

Step 2 — Physio evaluates injury type and severity.

Severe injury: Physio refuses. Alert shows reason. No bypass.

Mild / Moderate: Physio approves with warning showing risk % and OVR penalty.

Step 3 — GM chooses “Override Physio” (risky) or “Follow Protocol” (safe).

5.2 Override Consequences

SeverityOVR Penalty (while active)Re-Injury Risk MultiplierRisk Window
Mild−5 OVR×1.6 × (weeks early × 14% base)= weeks overridden (min 2)
Moderate−10 OVR×2.8 × (weeks early × 14% base)= weeks overridden (min 2)
SevereBLOCKEDPhysio refuses — no overrideN/A

Re-injury risk is applied per-game for a window equal to the weeks overridden (minimum 2 games). If the player re-injures, a fresh injury roll is made — which may be worse than the original.

5.3 Physio Approach Effect on Displayed Risk

Preventive physio: overstates risk ×1.30 (conservative — protects players).

Balanced physio: accurate estimate.

Reactive physio: understates risk ×0.65 — may encourage risky GM decisions.

The actual risk is always computed correctly; only the number shown to the GM differs.

6. “Playing Hurt” Badge

Any player on the field under a GM override displays a “PLAYING HURT” badge in the Injury List and Injury Report. The OVR penalty and games remaining in the risk window are visible at all times so the GM can reassess.

7. Injury History (DEVELOP Tab)

Every injury is recorded permanently in the player’s career file, visible under DEVELOP → Injury History. Entries log: injury name, season, week, and weeks missed. A long injury history affects trade value and HOF scoring.

8. Physio Department Impact

Prevention Score: Reduces base injury rate for all rostered players. Score 100 = 15% fewer injuries than league average.

Rehab Score: Each week, (rehabScore / 100 × 20%) chance of shaving one extra recovery week.

Physio Approach trait: Distorts the override risk % shown to the GM (see §5.3).

9. Design Notes

Severity tier is rolled first (~9% severe, ~35% moderate, ~56% mild), then a position-weighted injury type is chosen. Position likelihood is internal — the user sees only the diagnosis name.

Injury-prone players draw from the upper half of their injury’s weeks range.

Target frequency: 1–3 significant injuries per team per 18-week season.

The 15 types cover all common NFL injury reports without making recovery times unpredictable.

BrannGM: Football ’26 · Physio Department Reference · Internal GM Manual

Physio Reference Tables

Attributes & Gameplay Impact

PHYSIO ATTRIBUTES — GAMEPLAY WIRING

How each physio attribute flows from the data model into the simulation engine

ATTRIBUTERANGESTORED ONGAMEPLAY EFFECTSTATUS
Overall Rating (rating)0 – 100Staff structDrives recoveryBonus. Head physio at rating=80 gives 0.6 + 0.80 + asst contribution. Higher overall = faster weekly healing.ACTIVE
Prevention Rating (preventionRating)0 – 100Staff structAveraged into TeamStaff.preventionScore. Displayed as PREVENTION stars in Front Office Overview. NOT yet applied as an injury-chance multiplier in InjuryEngine.DISPLAY ONLY
Rehab Rating (rehabRating)0 – 100Staff structAveraged into TeamStaff.rehabScore. Displayed as REHAB stars in Front Office Overview. NOT yet applied as a per-week recovery accelerator.DISPLAY ONLY
Recovery Bonus (recoveryBonus)0.6 – 1.6+TeamStaff (computed)Formula: 0.6 + (head.rating / 100) + (asst.rating / 200). Used in progressWeeklyRecoveries() to scale the weeks-remaining countdown.ACTIVE
Fitness Management (fitnessManagementRating)0 – 100Staff (derived)Derived from base rating via seed 50. Intended to reduce player fatigue accumulation over a long season. Not yet wired.FUTURE
Nutrition Rating (nutritionRating)0 – 100Staff (derived)Derived from base rating via seed 51. Intended to give small late-season OVR or stamina bonus. Not yet wired.FUTURE
Physio Reliability (physioReliabilityRating)0 – 100Staff (derived)Derived from base rating via seed 52. Intended to determine accuracy of injury timeline estimates. Not yet wired.FUTURE
Communication (phyioCommunicationRating)0 – 100Staff (derived)Derived from base rating via seed 53. Intended to affect player morale/chaplain synergy when injured. Not yet wired. (Note: typo ‘phyio’ in code.)FUTURE
Approach Trait (physioApproachTrait)Preventive / Reactive / BalancedStaff (deterministic)Displayed on physio rows and profiles. ‘Preventive’ intended to boost prevention bonus. ‘Reactive’ intended to boost rehab bonus. Not yet wired.DISPLAY
Focus Trait (physioFocusTrait)Soft Tissue / Bone & Joint / General / ConditioningStaff (deterministic)Displayed in profiles. Intended to specialise recovery bonuses by injury category. Not yet wired.DISPLAY
Physio Specialty (physioSpecialty)e.g. ‘Healer (Groin Strain)’Staff (optional string)Shown in PhysioCandidatesView subtitle. Intended to reduce recovery weeks when injury type matches specialty. Not yet wired.DISPLAY

Recovery Formula

RECOVERY BONUS FORMULA — REFERENCE

TeamStaff.recoveryBonus = 0.6 + (head.rating / 100.0) + (asst.rating / 200.0)

The recovery bonus scales how fast injured players heal each week. It is used in InjuryEngine.progressWeeklyRecoveries() and also drives the PREVENTION and REHAB stars in the Overview dashboard.

LIVE CALCULATOR

Head Physio Overall Rating75← Edit this value (0-100)
Assistant Physio Overall Rating65← Edit this value (0-100)
RECOVERY BONUS (multiplier)1.6750.60 = baseline with no physio 1.60+ = elite head + elite asst

RECOVERY BONUS RANGE REFERENCE

Head OVRAsst OVRRecovery BonusInterpretation
000.6No physio staff — players heal at minimum speed.
60501.45Average team — slightly above baseline healing.
75651.675Good department — noticeable recovery improvement.
85751.825Elite Head + solid Asst — top-tier healing speed.
95902Best possible — maximum recovery bonus.

RTP Tension System

RETURN-TO-PLAY (RTP) TENSION SYSTEM

Unique to BrannGM: Football ’26 — no other football sim has this mechanic

HOW IT WORKS

When can you clear early?Any injured player (not on IR, not season-ending) with weeks remaining > 0 can be cleared early via a swipe action in the Roster view.
What happens when you do?The player is immediately activated to your 53-man. But they carry a hidden re-injury risk for the next 2 games.
What is the risk?14% base re-injury chance PER WEEK cleared early. Injury-prone trait adds ×1.5 multiplier. Capped at 70% actual risk.
How is risk presented?Your physio gives you an ESTIMATE — not the real number. The accuracy depends on their approach trait (see below).
What happens on setback?Player re-injures the same body part. A fresh severity roll determines weeks out. News item generated.
When does risk clear?After 2 clean games with no setback, the risk window closes automatically and injuryInfo is wiped.

ACTUAL RISK FORMULA (HIDDEN FROM GM)

Base RiskInjury Prone modifierCapExample (2 weeks early, healthy)Example (2 weeks early, injury prone)
weeks_early × 14%× 1.5 if injury prone70% maximum2 × 14% = 28% actual2 × 14% × 1.5 = 42% actual
Weeks EarlyActual Risk (normal)Actual Risk (injury prone)Notes
1 week early14%21%5–75% range enforced
2 weeks early28%42%
3 weeks early42%63%
4 weeks early56%70% (capped)
5+ weeks early70% (capped)70% (capped)

PHYSIO APPROACH TRAIT — HOW IT DISTORTS YOUR VIEW

TraitDisplay ModifierEffect on GMExample (28% actual risk)Strategic Implication
Preventive× 1.30 (overstates)GM sees HIGHER risk than realityDisplays ~36%More conservative. You may wait longer than needed, but your players stay healthy.
Balanced× 1.00 (accurate)GM sees the real riskDisplays ~28%Accurate information. Best for informed decisions.
Reactive× 0.65 (understates)GM sees LOWER risk than realityDisplays ~18%Dangerous. You think it’s safe but the true risk is higher. Stars may return and re-tear.

GM DECISION GUIDE

Low-risk clear (worth it)1 week early, healthy player, Balanced or Preventive physio → <20% displayed. Do it for playoff push.
Calculated risk2 weeks early, healthy, Balanced physio → ~28% displayed. Acceptable if player is your only starter at that position.
Dangerous territory3+ weeks early OR injury prone player OR Reactive physio. Displayed risk may look fine but actual risk is high.
Never do thisClearing a player with a Reactive physio in the final weeks of a playoff push — you have false confidence.
Best setupPreventive or Balanced physio gives you honest or conservative estimates. Worth paying for.
11
Chapter

The Team Chaplain

Overview

A team chaplain provides spiritual support and pastoral care to your players and staff. In BrannGM: Football ’26, the chaplain is not rated on a 0–99 scale — instead, the key variables are presence (none, volunteer, or paid) and commitment level, which determines how many of the 10 benefit areas are active.

Chaplains have no individual OVR and do not occupy a standard staff slot. They are managed from the FRONT OFFICE → PHYSIOS tab under the TEAM CHAPLAIN card.

How Benefit Tiers Work

None: 0 of 10 benefits active. No gameplay effect.

Volunteer: Benefits 1–5 active. Free of charge. The chaplain provides basic pastoral care and morale support.

Paid ($150K/yr): All 10 benefits active. Full commitment includes community outreach, character mentorship, and deep organizational integration.

Note: The game seeds ~35% of AI teams with paid chaplains, ~15% with volunteer chaplains, and ~50% with none at league creation.

All 10 Benefits — Detailed Reference

#BENEFITTIERENGINE CODEVOLUNTEER EFFECTPAID EFFECT
1Morale LiftVOLUNTEERchaplainMoraleBonus+5 morale/week applied to team morale stat+10 morale/week applied to team morale stat
2Clutch ComposureVOLUNTEERchaplainClutchBonus+3% team performance boost in close-game situations (added to play strength calc)+7% team performance boost in close-game situations
3Injury Recovery CushionVOLUNTEERchaplainInjuryCushionInjury duration multiplied by 0.90 (10% faster recovery)Injury duration multiplied by 0.80 (20% faster recovery)
4Mental ResilienceVOLUNTEER(via clutch composure)Contributes to Clutch Composure — players maintain focus under pressureFull Clutch Composure bonus active; players resist pressure effects
5Team ChemistryVOLUNTEER(via morale bonus)Contributes to Morale Lift — higher team cohesion through shared spiritual foundationFull Morale Lift bonus active; locker-room unity elevated
6Faith & AccountabilityPAID(cultural modifier)—Reduces negative character trait influence; players less susceptible to ego/greed flares
7Player Development BonusPAIDchaplainDevelopmentBonus—+4% player development rate across entire roster each offseason
8Loyalty BonusPAIDchaplainLoyaltyBonus—+5% hometown discount — players more likely to accept below-market extensions
9Community EngagementPAIDchaplainCommunityBonus—+3 fan excitement points each offseason (via FanEngagementEngine)
10Character DevelopmentPAID(cultural modifier)—Reduces character-based discipline issues; supports long-term organizational culture

Quick Comparison: Volunteer vs. Paid

VOLUNTEER CHAPLAIN (FREE)PAID CHAPLAIN ($150K/yr)
Benefits Active5 of 10All 10
Morale Boost+5/week+10/week
Clutch Bonus+3%+7%
Injury Recovery10% faster20% faster
Player Dev Rate—+4%/offseason
Loyalty Discount—+5% hometown discount
Fan Excitement—+3/offseason
Cost$0$150K/year

Benefit Deep Dives

Benefit 1 — Morale Lift

Active at: Volunteer and Paid

Engine: TeamStaff.chaplainMoraleBonus → GameSimEngine

The chaplain’s morale bonus is added to the team’s effective morale score when calculating play strength in game simulation. A higher morale directly increases the team performance multiplier, meaning your offense and defense execute at a higher level week-to-week.

Volunteer: +5 morale | Paid: +10 morale

Benefit 2 — Clutch Composure

Active at: Volunteer and Paid

Engine: TeamStaff.chaplainClutchBonus → GameSimEngine (play strength formula)

When the game is close, players with chaplain support maintain a sharper mental edge. This bonus is added directly to the team’s play strength calculation in GameSimEngine, scaled to game situation. It stacks with composure ratings, morale, and scheme bonuses.

Volunteer: +3% | Paid: +7%

Benefit 3 — Injury Recovery Cushion

Active at: Volunteer and Paid

Engine: TeamStaff.chaplainInjuryCushion → InjuryEngine.recover()

When a player’s injury recovery is processed each week, the chaplain cushion multiplier is applied to their injury duration. A paid chaplain’s 0.80 multiplier means a player who would be out 10 weeks is instead out 8 weeks.

Volunteer: × 0.90 duration (10% faster) | Paid: × 0.80 duration (20% faster)

This stacks with your physio’s rehabRating — the two recovery systems apply independently.

Benefit 4 — Mental Resilience

Active at: Volunteer and Paid (contributes to Clutch Composure)

Mental Resilience represents the chaplain’s role in helping players manage pressure, adversity, and losing streaks. In the engine it contributes to the Clutch Composure bonus (Benefit 2). Teams with a chaplain are more mentally durable — they’re less likely to collapse after bad plays or tough stretches.

Benefit 5 — Team Chemistry

Active at: Volunteer and Paid (contributes to Morale Lift)

A shared spiritual and communal foundation builds unit cohesion. This contributes to the Morale Lift bonus (Benefit 1). The chaplain’s presence as a trusted, neutral figure in the locker room reduces interpersonal friction and keeps morale stable across longer losing stretches.

Benefit 6 — Faith & Accountability

Active at: Paid only

Engine: Cultural modifier (character trait influence)

A paid chaplain runs regular accountability programs — small groups, one-on-one meetings, mentorship frameworks. This dampens negative character trait flares. Players with high Greed or Ego traits are less likely to act on those traits in damaging ways (e.g. demanding trades, disrupting team culture) when a paid chaplain is present.

Benefit 7 — Player Development Bonus

Active at: Paid only

Engine: TeamStaff.chaplainDevelopmentBonus → OffseasonEngine.ageAndDevelop()

A paid chaplain’s investment in the whole player — mind, body, spirit — translates to a measurable development boost. Each offseason, every player on your roster receives a +4% development rate multiplier on top of their standard coaching influence. Over multiple seasons, this compounds into meaningful OVR gains for young players.

Benefit 8 — Loyalty Bonus

Active at: Paid only

Engine: TeamStaff.chaplainLoyaltyBonus → contract signing / FA interest checks

Players who feel genuinely cared for are more willing to give the organization a financial discount when re-signing. The loyalty bonus nudges players toward hometown discounts during contract negotiations — your current roster players have a +5% propensity to accept below-market extensions.

Benefit 9 — Community Engagement

Active at: Paid only

Engine: TeamStaff.chaplainCommunityBonus → FanEngagementEngine (offseason)

A paid chaplain coordinates community outreach events, hospital visits, youth programs, and local charity partnerships. Each offseason, this adds +3 fan excitement points to your franchise’s excitement metric — the same stat that affects attendance, merch revenue expectations, and the owner’s patience with your record.

Benefit 10 — Character Development

Active at: Paid only

Engine: Cultural modifier (long-term character arc)

Over time, a paid chaplain shapes the organizational culture. Players drafted or signed into this environment are slightly more likely to develop positive character traits and less likely to regress toward destructive ones. This is a slow-burn benefit — the payoff is a franchise that stays disciplined and accountable across multiple seasons, rather than requiring constant roster management to control locker-room issues.

Is a Paid Chaplain Worth It?

At $150K/year, a paid chaplain is one of the cheapest staff investments in the game. The staff budget cap typically allows $15M–$30M+ for coaching/scouting staff — $150K is a rounding error.

The ROI is strongest for teams that:

Note
• Have young rosters — the +4% development bonus compounds every offseason
Note
• Are competing for a championship — the +7% clutch composure can be the difference in close playoff games
Note
• Have high-character-risk players — Faith & Accountability dampens Greed/Ego flares
Note
• Are in large markets — the +3 fan excitement each offseason helps sustain owner patience

Even a Volunteer chaplain provides meaningful value at zero cost — the +3% clutch bonus and 10% faster injury recovery are worth activating immediately.

BrannGM: Football ’26 · Chaplain System Reference · v1.0 · July 2026

Part
III

Coaching & Staff

12
Chapter

The Coaching Staff

1 Coaching Staff Roles

Your franchise employs up to 11 coaching roles (4 coordinators + 7 position coaches). Every role is fully coded and affects gameplay in a specific way.

1.1 Coordinator & Head Coach Roles

RolePrimary Gameplay EffectDev Positions
Head Coach (HC)Sets motivationBaseline, disciplineBaseline, focusBaseline. HC.rating weighted ×3 in all three baselines. CoachStyle determines SchemeFit (+2.0/+0.5/−2.0 team strength). isMotivator amplifies morale swings.All positions
Offensive Coordinator (OC)Contributes ×2 to all three locker-room baselines. OC scheme must match HC style for full SchemeFit bonus. Feeds into staff.coachingRating used in teamStrength.All positions
Defensive Coordinator (DC)Contributes ×2 to all three baselines. DC rating feeds defenseRating used in teamStrength.All positions
Special Teams Coordinator (STC)Contributes ×1 to baselines. Drives staff.kickingRating for special-teams execution.K, P

1.2 Position Coach Roles

RoleDevelopsTechnical Specialty
QB CoachQBqbsRating — accuracy, pocket poise, release timing
RB CoachRBrushingRating — vision, elusiveness, ball security
WR CoachWR, TEreceivingRating — route running, catching, YAC
OL CoachOT, OG, CblockingRating — pass/run blocking, anchor, footwork
DL CoachDE, DTpassRushRating — get-off, pass rush moves, sacks
LB CoachOLB, MLBpassRushRating (shared) + coverage/pursuit
DB CoachCB, SS, FScoverageRating — man/zone coverage, ball skills

Development speed formula: developmentBonus = (rating / 70.0) + (0.15 if isDeveloper). A 90-rated position coach grows their players ~28% faster than a 50-rated coach (~71% multiplier).

2 Mental & Technical Sub-Ratings

Every coach has both MENTAL and TECHNICAL sub-ratings derived deterministically from their overall rating and personality traits. These are visible in StaffProfileView.

2.1 Mental Sub-Ratings

Sub-RatingDerived FromWhat It Drives
Motivationrating + 12 if isMotivatormotivationBaseline → team.morale at season start. Also amplifies morale delta after wins/losses (+1 win / +2 loss buffer for motivator HCs).
Managementderived(rating ± 10)Not yet wired into gameplay. Displayed in staff profile for future use.
Disciplinerating + 8 if isTacticiandisciplineBaseline → team.discipline at season start. Reduces penalty rate and fumble rates; lowers off-field incident probability.
Playcallingrating + 6 if isTacticianNot wired standalone — contributes to coachingRating aggregate (teamStrength coachBonus = (coaching − 70) × 0.10).

2.2 Technical Sub-Ratings

Sub-RatingPrimary RoleEffect
Play DesignisDeveloper coachesFeeds into developmentRating aggregate for player progression speed.
QBS RatingQB CoachFull rating for QB coach; penalised derived value for all others.
Rushing RatingRB CoachFull rating for RB coach; drives RB/FB development speed.
Receiving RatingWR CoachFull rating for WR coach; drives WR and TE development speed.
Blocking RatingOL CoachFull rating for OL coach; drives OT, OG, C development speed.
Pass Rush RatingDL Coach / LB CoachBoth share primary status; drives DE, DT, OLB, MLB development.
Coverage RatingDB CoachFull rating for DB coach; drives CB, SS, FS development speed.
Kicking RatingSTCDrives K and P special-teams development.

Position coaches rated 80+ develop their specialist group noticeably faster than coordinators filling that coaching slot. The game guarantees primary-role coaches always outscore secondary-role coaches in their specialty.

3 Blitz Frequency & Coaching Traits

3.1 Blitz Frequency

Each coach has a blitzFrequencyTrait of Low, Medium, or High, derived deterministically from their UUID. This is currently a display characteristic (visible in StaffProfileView) and is planned for wiring into GameSimEngine in a future update.

FrequencyPlanned Gameplay Effect
LowCover-first defense. Fewer sacks but more consistent pass coverage. Lower variance.
MediumBalanced approach — the current default simulation behavior.
HighAggressive pass rush. Higher sack rate but more vulnerable to screens, draws, and quick throws.

3.2 Other Coaching Trait Labels

TraitValuesCurrent Status
Playcalling TraitAggressive / Balanced / ConservativeDisplay only.
RB ApproachWorkhorse / Committee / Dual-Threat / Pass-FirstDisplay only.
Defensive Style4-3 Zone / 3-4 Man / 4-2 Man / HybridDisplay only.
Coach Style (HC only)Smashmouth / Air Raid / West Coast / etc.WIRED — determines SchemeFit vs OC offensive scheme (see Section 5).

4 Contracts — Greed, Loyalty & Ambition

Coaches have three character traits that affect contract negotiations and offseason movement decisions.

4.1 Trait Definitions

TraitLevelsWhere It’s Wired
GreedLOW / MED / HIGHAffects the contractQuote shown during negotiation (‘I want fair compensation’ vs ‘Make me an offer’). Future update: salary demands will scale with greedLevel.
LoyaltyLOW / MED / HIGHcoachLoyalty is WIRED in CoachMovementEngine. HIGH loyalty → −0.15 departure probability. LOW loyalty → +0.15.
AmbitionHIGH / MED / LOWcoachAmbition is WIRED. HIGH ambition → +0.20 departure probability. LOW → −0.10.

4.2 Departure Score Formula

Each offseason, CoachMovementEngine computes a departure probability (0.0–1.0) for every coach. A score ≥ 0.40 means the coach will accept outside offers from AI teams.

FactorEffect on Departure Probability
Base+ 0.20 (20% base)
Rating ≥ 85+ 0.15 (elite coaches in demand)
Rating 75–84+ 0.08
Rating < 65− 0.10 (poor coaches rarely get offers)
Ambition HIGH+ 0.20 (chasing bigger roles)
Ambition MED+ 0.05
Ambition LOW− 0.10 (content, stable)
Loyalty HIGH− 0.15 (wants to stay)
Loyalty LOW+ 0.15 (ready to leave)
Win % > 60%− 0.10 (winning retains coaches)
Win % < 40%+ 0.10 (losing pushes coaches out)
Contract: 1 year left+ 0.15 (urgency)
Contract: 2 years left+ 0.05
Owner Desirability ≤ 2+ 0.10 (bad ownership repels coaches)
Owner Desirability ≥ 4− 0.10 (strong culture retains coaches)
Promotion offered (coord → HC)+ 0.12 (extra incentive to leave)

Extend contracts before they hit 1 year remaining to prevent poaching of valued staff.

5 Morale — Causes & Gameplay Effects

Morale (0–100) represents the team’s emotional state. It fluctuates throughout the season and has a direct, measurable effect on every game via the moraleBonus component of teamStrength.

5.1 What Drives Morale Changes

EventMorale Change
Win (standard HC)+ 4 pts
Win (isMotivator HC)+ 5 pts (extra +1 boost)
Loss (standard HC)− 4 pts
Loss (isMotivator HC)− 2 pts (motivators cushion losses)
Off-field incident (discipline < 78 or morale < 65)− 3 to − 8 pts (random)
Press conference — positive answer+ 1 to + 4 pts (question-specific)
Press conference — negative/evasive answer− 1 to − 3 pts
Chaplain (Volunteer) — weekly ambient+ 5 pts equivalent
Chaplain (Paid) — weekly ambient+ 10 pts equivalent
Season startReset toward motivationBaseline (staff weighted average)

Morale is clamped to the range 25–100. It cannot fall below 25 no matter how bad the losing streak, and cannot exceed 100.

5.2 How Morale Affects Gameplay

moraleBonus in teamStrength = (morale − 70) × 0.04

Morale ValuemoraleBonusContext
100 (peak)+ 1.20Red-hot locker room, firing on all cylinders
85+ 0.60Strong chemistry, confident team
70 (neutral)+ 0.00No effect — average NFL locker room
55− 0.60Cracks showing, effort inconsistent
40− 1.20Fractured locker room, losing causes more losing
25 (floor)− 1.80Complete dysfunction — maximum drag on performance

Off-field incident probability: chance = max(0, (78 − discipline) / 100 × 0.12) + max(0, (65 − morale) / 100 × 0.05). Incidents further reduce morale by 3–8 pts and discipline by 1–4 pts, creating a compounding spiral if left unchecked.

5.3 motivationBaseline (Season Start)

When a new season begins, morale is initialized to the motivationBaseline — a staff-quality weighted average:

Head Coach motivation rating × 3 (biggest single lever)

OC + DC motivation rating × 2 each

STC motivation rating × 1

Each position coach motivation rating × 1

A coach’s motivationRating = their overall rating, boosted +12 if they have the isMotivator trait. Hiring a motivator HC is the fastest path to a higher season-opening morale.

6 HC Hot Seat System

The Hot Seat measures how much pressure your Head Coach is under from ownership. It appears in COACHES > STAFF and drives escalating BLITZ buzz lines throughout the season.

6.1 Heat Score Formula (0–100)

Computed by FanEngagementEngine.hcHotSeatScore(). Higher score = hotter seat.

FactorPoints Added / Removed
Owner Patience < 20+ 55 pts
Owner Patience 20–34+ 40 pts
Owner Patience 35–49+ 25 pts
Owner Patience 50–64+ 12 pts
Owner Patience 65+0 pts
Wins ≥ 5 below expectation+ 30 pts
Wins 3–4 below expectation+ 20 pts
Wins 1–2 below expectation+ 10 pts
Season record: ≤ 3 wins+ 20 pts
Season record: 4–6 wins+ 8 pts
GM–HC Tension ≥ 80+ 20 pts
GM–HC Tension 65–79+ 10 pts
HC in Year 1 (tenure = 0)− 35 pts (honeymoon grace)
HC in Year 2 (tenure = 1)− 15 pts (partial grace)

6.2 Heat Tiers

ScoreLabelWhat It Means
0–24SafeOwnership is satisfied. No pressure.
25–39Warming UpMild concern. A couple more losses and questions begin.
40–59Hot SeatMedia is asking. Ownership watching closely.
60–79On NoticeFormal warning. Replacement names being discussed.
80–100Seat on FireFiring is imminent. Sources say the decision has been made.

6.3 In-Game Displays

COACHES > STAFF tab: A heat card appears below the HC row when score ≥ 25. Shows the heat score bar, tier label, and up to 3 replacement candidates from the free coach market.

Replacement candidates: HC-role coaches in the market, plus any OC/DC with OVR ≥ 70 who could be promoted. Sorted by rating descending.

BLITZ Buzz Report: Graduated language for any HC league-wide scoring ≥ 40. Score 40–59: ‘seat is getting warm.’ Score 60–79: ‘on notice.’ Score 80+: ‘ownership already vetting replacements.’

HomeView Banner: The existing GM Hotseat banner (ownerPatience <

tracks YOUR job security as GM — a separate system from the HC Hot Seat.

7 Quick Reference Summary

teamStrength Formula Components

teamStrength = base + staffFit + playerFit + archetypeBonus + coachBonus + moraleBonus + focusBonus + excitementBonus + chaplainBonus + chemistryBonus

ComponentFormula
coachBonus((offenseRating + defenseRating) / 2 − 70) × 0.10
moraleBonus(morale − 70) × 0.04
focusBonus(focus − 70) × 0.03
staffFit (SchemeFit)Ideal: +2.0 · Compatible: +0.5 · Mismatch: −2.0
chemistryBonus≥80: +2.0 · ≥60: 0.0 · ≥40: −2.0 · <40: −5.0
chaplainBonuschaplainClutchBonus + chaplainMoraleBonus × 0.04

Staff Baseline Weights (Morale / Discipline / Focus)

RoleWeight
Head Coach× 3 (dominant factor)
Offensive Coordinator× 2
Defensive Coordinator× 2
Special Teams Coord.× 1
Each Position Coach× 1

Key Thresholds at a Glance

ValueMeaning
HC OVR ≥ 85Elite — always draws outside interest; depart if ambition HIGH.
Morale 70Neutral. Above = overperform; below = underperform.
Discipline 78Below this, off-field incident probability activates.
Staff Chemistry ≥ 80Chemistry bonus: +2.0 team strength.
Staff Chemistry < 40Chemistry penalty: −5.0 team strength (severe).
HC Heat Score ≥ 25Hot seat card appears in COACHES tab.
HC Heat Score ≥ 40BLITZ buzz begins.
Owner Patience < 40GM hotseat banner triggers (your job is at risk).
Owner Patience = 0GM is fired — franchise ends.
13
Chapter

Staff Ratings & Budget

Internal reference — how star ratings are computed and how the staff budget works.

1. Staff Rating Cards — How the Stars Are Computed

Every star rating in the Front Office OVERVIEW tab converts a 0–100 internal score to a 0–5 star display by dividing by 20. A score of 80 = 4.0 stars; 60 = 3.0 stars.

Universal Star Rating Scale

StarsScore RangeWhat It Means
★★★★★ (5)85 – 100Elite — top 5 in the league
★★★★☆ (4)70 – 84Strong — above-average staff
★★★☆☆ (3)55 – 69Average — functional but limited
★★☆☆☆ (2)40 – 54Weak — noticeable drag on performance
★☆☆☆☆ (1)20 – 39Poor — replace as soon as budget allows

1A. Coaches

Two rating cards appear on the Coaches summary block. Both derive from the coaching staff’s individual OVR ratings.

Card LabelCode PropertyFormula
PLAYER DEVstaff.developmentRatingAverage OVR of all coaches + 2 per coach with the Developer trait
GAMEDAYstaff.coachingRatingSimple average OVR of all 11 coaches (no weighting by role)

The engine also uses two additional weighted formulas internally to compute the OFF and DEF team ratings displayed on the team header:

Weighted Coaching Formulas (Internal Engine)

RoleWeightCounts TowardNotes
Head Coach× 3OFF + DEF ratingsMost influential — hiring well here matters most
Offensive Coordinator× 2OFF ratingControls offensive scheme quality
Defensive Coordinator× 2DEF ratingControls defensive scheme quality
Position Coaches (×7)× 1 eachOFF or DEFSplit by side of ball (off: QB/RB/WR/OL, def: DL/LB/DB)
Sp. Teams Coordinator× 1GAMEDAY onlyExcluded from weighted OFF/DEF formulas
Formula
offenseRating = (HC×3 + OC×2 + QB/RB/WR/OL coaches×1 each) ÷ total weight
defenseRating = (HC×3 + DC×2 + DL/LB/DB coaches×1 each) ÷ total weight

1B. Scouts

The scouting department has two distinct cards measuring different things: overall department accuracy vs. the Head Scout’s individual talent-identification ability.

Card LabelCode PropertyFormula
EVALUATORScoutingEngine.departmentStrengthHead ×40% + Off Scout ×25% + Def Scout ×25% + Avg(Assistants) ×10%
STAR SPOTTERstaff.headScout.ratingHead Scout individual OVR only

EVALUATOR — Department Strength Formula

Formula
departmentStrength = (HeadScout × 0.40) + (OffScout × 0.25) + (DefScout × 0.25) + (AvgAssistants × 0.10)

This score controls scouting accuracy: how close your reported OVR is to a player’s true OVR. A strength of 90+ means reports are usually within 2–3 points. Below 65, reports can be off by 10+ points — you may overpay for average players.

STAR SPOTTER — Head Scout Rating

Simply the Head Scout’s individual OVR. It represents talent identification ability — the ‘find the hidden gem’ skill. A 90-rated Head Scout may surface a 5th-round steal that a 65-rated scout would miss entirely.

1C. Physios

The physio department generates two sub-ratings from each physio’s attributes (derived from their base OVR via seeded randomization, seeds 50–53). Cards are averaged across both Head and Assistant Physio.

Card LabelCode PropertyFormula
PREVENTIONstaff.preventionScoreavg( physio.preventionRating, assistantPhysio.preventionRating )
REHABstaff.rehabScoreavg( physio.rehabRating, assistantPhysio.rehabRating )
Formula
preventionScore = avg( physio.preventionRating, assistantPhysio.preventionRating )
rehabScore = avg( physio.rehabRating, assistantPhysio.rehabRating )

PREVENTION feeds the injury cushion multiplier — a 5-star physio department meaningfully reduces soft-tissue injury probability. REHAB controls recovery speed; players on a high-REHAB staff can return 1–2 weeks sooner.

If either physio slot is vacant, both scores default to 50 (2.5 stars). Keeping both slots filled is important — the assistant contributes nearly equally to both cards.

2. Staff Budget — How It Works

The staff budget is completely separate from the player salary cap. It is owner-controlled and covers all coaching, scouting, and physio salaries (plus the chaplain if paid). Players never draw from this pool.

2A. Starting Budget — New GM

When a new league is created, each team’s starting staff budget is set once based on the owner’s Spending personality rating (1–5):

Formula
staffBudget = $8,000K + ( owner.spending × $4,000K )
Owner SpendingPersonality LabelFormulaStarting Budget
1 — LowestFrugal8,000 + 1×4,000$12,000K ($12M)
2Cost-Conscious8,000 + 2×4,000$16,000K ($16M)
3 — MidModerate8,000 + 3×4,000$20,000K ($20M)
4Big Spender8,000 + 4×4,000$24,000K ($24M)
5 — HighestGoes All In8,000 + 5×4,000$28,000K ($28M)

The owner’s Spending personality is fixed at franchise creation. It represents ownership’s willingness to invest in the front office, independent of wins or losses.

2B. Annual Growth — 3% Per Year

The player salary cap escalates at 7%/year (CBA media-deal trajectory). The staff budget grows more slowly — front office and coaching markets inflate at roughly 3–4% annually in real football.

Formula
staffBudget (next year) = staffBudget (current year) × 1.03

The recommended code addition in OffseasonEngine.swift (alongside the existing salary cap escalation line):

Formula
league.teams[i].staffBudget = Int(Double(league.teams[i].staffBudget) * 1.03)

10-Year Budget Projection at 3% Annual Growth

YearFrugal ($12M)Moderate ($20M)Big Spender ($24M)Goes All In ($28M)Salary Cap (7%)
1$12.0M$20.0M$24.0M$28.0M$301.2M
2$12.4M$20.6M$24.7M$28.8M$322.3M
3$12.7M$21.2M$25.5M$29.7M$344.8M
4$13.1M$21.8M$26.2M$30.6M$368.9M
5$13.5M$22.5M$27.0M$31.5M$394.8M
7$14.3M$23.9M$28.6M$33.4M$452.1M
10$16.1M$26.9M$32.2M$37.6M$553.9M

The salary cap grows roughly twice as fast as the staff budget. This is intentional — it mirrors the real NFL, where player salaries consume an ever-larger share while coaching/staff costs grow more modestly.

2C. Budget Increases — Owner Petitions

Once per season, the GM can petition the owner for a one-time budget increase. Larger requests carry a penalty to the approval odds:

Formula
petitionChance = 35 + (wins × 3) + (ownerPatience − 50) ÷ 2 + (gmClout − 50) ÷ 3
penalty = −5% per $1M requested above $3M
adjustedChance = max(5%, min(90%, petitionChance − penalty))

Petition Size vs. Odds and Consequences

RequestedPenaltyEffect on OddsIf Approved
$1M – $3MNoneNo reductionBudget +$1M–$3M, no expectation change
$4M−5%Slightly harderBudget +$4M, season goal raised one level
$5M−10%HarderBudget +$5M, season goal raised one level
$7M−20%DifficultBudget +$7M, season goal raised one level
$10M−35%Very difficultBudget +$10M, season goal raised one level

Approved petitions permanently increase the budget (before annual 3% growth is applied). The owner expects more in return — the season goal steps up one level regardless of how big the increase was.

2D. Budget vs. Actual Staff Cost

The overview card compares the budget against the combined salaries of all coaches, scouts, physios, and the chaplain (if paid):

Formula
totalStaffCost = Σ coach salaries + Σ scout salaries + Σ physio salaries + chaplainSalary
StatusConditionOwner Reaction
Under Budget ✓totalStaffCost ≤ staffBudgetNo impact on patience
At Budget ~Within 10% over budgetMinor patience drain over time
Over Budget ✗More than 10% over budget consistentlyErodes owner patience like losing seasons

Being consistently over budget long-term damages owner patience similarly to poor on-field performance — the owner is watching both the win column and the front office’s financial discipline.

14
Chapter

Staff Chemistry

1. Overview

Staff Chemistry measures how well your Head Coach, Offensive Coordinator, and Defensive Coordinator function as a unified leadership group. It is displayed in the Front Office Overview screen as a 0–100 score alongside your team’s Motivation, Discipline, and Focus gauges.

Chemistry is not about individual talent — it is about familiarity, trust, and shared philosophy. A 75-rated coaching trio that has worked together for three seasons will consistently outperform a 80-rated trio that was assembled last week.

Note
Design principle: A higher-OVR coordinator hired mid-season is not an upgrade on day one. The learning curve is real. Chemistry captures the cost of disruption that player ratings alone cannot.

2. The Chemistry Score (0–100)

Every team has a Chemistry score that ranges from 0 to 100. It has two components:

Base Chemistry — the underlying score, updated each offseason. Reflects multi-year trends in staff continuity.

Mid-Season Penalty — a temporary negative modifier applied immediately when you fire a core coach during the regular season. Resets to zero at the start of each new offseason.

Effective Chemistry = Base Chemistry + Mid-Season Penalty

The Effective Chemistry value is what drives the game simulation modifier and what is displayed in the Front Office.

Chemistry Tiers

ScoreTierColorGame EffectTypical Cause
80–100HIGHGreen+2.0 team strength3+ years of continuity, strong scheme alignment
60–79SOLIDBlueNo modifier (neutral)Returning coordinators, one new hire
40–59STRAINEDOrange−2.0 team strengthBoth coordinators new, or one mid-season fire
0–39FRACTUREDRed−5.0 team strengthHC fired mid-season, multiple mid-season changes

3. What Drives Chemistry

Each offseason, after the league processes coordinator contract expirations and replacements, Chemistry is recalculated for every team. The engine looks at three things: who returned, who is new, and whether coordinators’ schemes align with the HC’s philosophy.

Offseason Delta Factors

FactorDeltaNotes
HC returns for another season+3Stability at the top anchors the rest of the staff
HC is new this offseason−5New HC = new system for everyone to learn
OC returns for another season+5Continuity in the offensive scheme
OC is new this offseason−10New OC means new playbook for all skill players
DC returns for another season+5Continuity in the defensive system
DC is new this offseason−10New DC means new coverage concepts and blitz packages
OC scheme matches HC scheme+3Offensive alignment bonus — both pulling same direction
DC scheme matches HC scheme+3Defensive alignment bonus — same philosophy top to bottom
Mid-season HC/OC/DC firing−25Immediate penalty applied; stacks if multiple firings occur

Deltas are cumulative and applied to the existing base score each offseason. A team that has maintained the same HC/OC/DC trio with good scheme alignment will compound upward season over season — eventually hitting the 80+ HIGH tier and earning a permanent +2 team strength bonus.

Example — Season 3 chemistry calculation:

Start: 72 (Solid, from prior season)

HC returned → +3 (76)

OC returned → +5 (81)

DC returned → +5 (86)

OC scheme matches HC → +3 (89)

DC scheme matches HC → +3 (92)

Final base: 92 → HIGH (+2 team strength)

4. Mid-Season Firings

Firing your Head Coach, Offensive Coordinator, or Defensive Coordinator during the regular season triggers an immediate Chemistry Penalty of −25 per firing. This penalty is applied on top of the base score and is visible immediately in the Front Office Overview.

Stacking: Multiple mid-season firings stack. Fire both your OC and DC in the same season and you take −50 combined.

Persistence: The penalty remains for the rest of the season. It does not decay week by week.

Reset: All mid-season penalties are cleared at the start of the offseason. The base score is then recalculated fresh based on who you retained vs. replaced.

Warning indicator: The Front Office Overview displays a red warning banner when a mid-season penalty is active, showing the current penalty amount.

Note
⚠ Think before you fire. If your base Chemistry is 68 (Solid) and you fire your OC in Week 7, your effective Chemistry drops to 43 (Strained) immediately — costing you −2 team strength for the remaining 9 games. A higher-rated replacement cannot recover that loss until next season at the earliest.

5. How Chemistry Affects Game Simulation

Chemistry is applied as a modifier to team strength in every game simulation — both quick-sim (instant result) and full play-by-play. It layers on top of all other modifiers including player OVR, scheme fit, morale, discipline, focus, fan excitement, and the chaplain bonus.

Effective ChemistryModifierContext
80–100+2.0HIGH — staff operates with instinctive coordination
60–790.0SOLID — baseline, no benefit or penalty
40–59−2.0STRAINED — miscommunications, slow adjustments
0–39−5.0FRACTURED — systemic dysfunction, plan execution suffers

6. Viewing Chemistry in the Front Office

Staff Chemistry is visible in the Front Office Overview tab, in the Locker Room card, directly beneath the Motivation, Discipline, and Focus gauges.

Locker Room Card — Elements

Chemistry score — the current Effective Chemistry value (0–100), displayed in the tier color.

Tier label — HIGH / SOLID / STRAINED / FRACTURED, color-coded to match.

Progress bar — visual fill from 0 to 100 in the tier color.

Penalty warning — a red banner appears below the bar when a mid-season penalty is active, showing the penalty amount.

Chemistry is only visible for your own team. When previewing an opponent’s staff in the Teams browser, the chemistry display is not shown.

7. Scenario Examples

ScenarioBase ChemEffectiveOutcome
Same HC/OC/DC for 3+ years, both coordinators scheme-aligned8282HIGH — +2 team strength every game
HC returned, new OC hired in offseason (scheme-matched)6464SOLID — neutral modifier
New OC and new DC both hired in same offseason4545STRAINED — −2 team strength
OC fired in Week 6 of regular season (−25 penalty applied)6843Drops to STRAINED mid-season
HC fired Week 9, new HC + OC installed7020FRACTURED — −5 team strength for rest of season

8. GM Strategy Guide

Building High Chemistry

Identify an OC and DC who share scheme alignment with your HC before signing them — the scheme match bonus (+3 each) compounds over multiple seasons.

Prioritize coordinator contract extensions before they expire. A coordinator whose contract runs out is replaced by the AI with a 65% chance of scheme alignment — fine on average, but you lose the continuity bonus.

HC stability is the foundation. Even a modest HC who stays for five seasons earns +3 chemistry per year through continuity alone.

After drafting or rebuilding around a new scheme, accept one low-chemistry season while you install new coordinators — it pays off in year 2 and beyond.

When to Accept Low Chemistry

If your current coordinator is underperforming AND your base chemistry is already low (STRAINED/FRACTURED), the penalty of a new hire barely changes your situation.

Firing a coordinator in the offseason carries no mid-season penalty. If the system clearly isn’t working, the clean time to make a change is always the offseason, never mid-season.

An elite HC hire can briefly drop chemistry (−5 for being new) but the scheme alignment bonuses and the compounding tenure effect typically recover the loss within two seasons.

What to Avoid

Never fire your OC or DC mid-season unless the roster is already out of contention. The −25 penalty applied to the remaining schedule is almost never worth the short-term gain.

Don’t chase ratings alone. A 92-rated OC hired mid-season costs −25 chemistry and cannot recover it in-season. A retained 82-rated OC with two years of tenure contributes +5 chemistry — a 7-point swing before the game even starts.

Be aware of coordinator contract years. A coordinator on the last year of their contract is one offseason decision away from a −10 chemistry hit if you don’t extend or find a quality replacement.

9. Technical Reference

Data Model

staffChemistry (Int, 0–100): The base chemistry score stored on each Team. Defaults to 60 for old saves.

staffChemistryPenalty (Int, ≤ 0): Accumulator for mid-season firing penalties. Resets to 0 each offseason.

effectiveChemistry (computed): max(0, min(100, staffChemistry

staffChemistryPenalty)). This is the value used in game sim and displayed in the UI.

yearsWithTeam (Int, on Staff): Consecutive seasons the staff member has been with this team. Used by the offseason engine to distinguish returning (> 0) from new (= 0) hires.

Offseason Sequence

1. expireContracts — decrements contract years remaining for all staff.

2. expireAndReplaceStaff — AI teams auto-hire replacements for expired coordinators (65% scheme-match rate). New hires have yearsWithTeam = 0.

3. updateStaffChemistry — reads yearsWithTeam for HC/OC/DC, computes delta, applies to base chemistry, clears mid-season penalty, increments yearsWithTeam for all retained staff.

League Creation

LeagueSetup.generateStaff() seeds HC with 1–4 random years and OC/DC with 0–3 random years, simulating pre-existing team histories.

OffseasonEngine.seedInitialTrajectories() computes initial chemistry (clamped 35–85) based on the seeded tenures and scheme alignment, so teams start with differentiated chemistry from day one.

Note
Old Save Compatibility: All new fields use optional backing stores (Int?) that decode as nil in older saves. staffChemistry defaults to 60 (Solid), staffChemistryPenalty defaults to 0, and yearsWithTeam defaults to 0. Chemistry will begin accumulating normally starting from the first offseason on an old save.

BrannGM: Football ’26 · Staff Chemistry System · Version 1.0

15
Chapter

Coach Role Impact & the Coach Hall of Fame

Coach HOF & Role Impact Reference

Hall of Fame Formula · Role-by-Role Gameplay BreakdownBlitz Frequency · Player Development Chain · Locker Room Impact

1 Coach Hall of Fame (HOF) System

The HOF bar appears on the CAREER tab of every Head Coach, Offensive Coordinator, Defensive Coordinator, and Special Teams Coordinator. Position coaches, scouts, and physios are excluded — they do not accumulate HOF points.

1.1 HOF Point Formula

Points are computed from four factors. The bar shows points / 1200 as a percentage.

FactorFormulaMax PointsNotes
Career Wins (estimated)wins × 2~720Derived from yearsExperience × OVR-scaled win%
Championship Ringsrings × 120720Capped at 6 rings (720 pts max)
Coach of the Year Awardsawards × 40~200Unlocks for coaches with OVR ≥ 80
Overall Ratingrating × 2198Current OVR, 1–99 scale

Full formula (coded in Staff.swift):

Formula
hallOfFamePoints = min(1200, estimatedCareerWins × 2 + rings × 120 + coachOfYear × 40 + rating × 2)
1.2 HOF Thresholds
HOF %StatusTypical Profile
0 – 24%Long ShotBelow-average coach, short career, 0 rings
25 – 49%BorderlineSolid coordinator career, 0 rings, decent OVR
50 – 74%Strong CaseMulti-year HC, playoff appearances, high OVR
75 – 89%Likely Inductee2+ rings or elite OVR + long tenure
90 – 100%Lock3+ rings or 90+ OVR veteran, Coach of Year history
1.3 Estimated Career Stats Formula

Wins are derived from years × an OVR-scaled win percentage (since game-by-game logs are not stored globally per coach):

Formula
estimatedCareerWins = (yearsExperience × (50 + rating/5)) / 17estimatedCareerLosses = yearsExperience × 17 − estimatedCareerWins

Example: OVR 90, 20-year career → (20 × (50+18)) / 17 = 80 wins × 2 = 160 HOF pts. Add 3 rings (360) = 520/1200 ≈ 43%.

1.4 Season History (GAMES Tab) — New in This Update

Each completed season now appends a StaffSeasonRecord to every coach. The GAMES tab displays these as a career history table with five columns:

• YEAR — two-digit season year (e.g. ’26)

• TEAM — three-letter abbreviation of the team they coached

• RECORD — regular-season W-L

• OVR — team overall rating (green ≥ 80, amber ≥ 70, red < 70)

• PO — 🏆 if champion; W-L if made playoffs; dash if they missed

Championship rows are gold-tinted. History records before the offseason movement engine runs, so it always reflects the team actually coached that year.

2 Coaching Role Impacts on Gameplay

All coaching effects flow through four pathways: (1) Team Strength — the core game-day OVR number, (2) Player Development — offseason OVR growth multipliers, (3) Locker Room — morale/discipline/focus baselines, and (4) Scheme Fit — bonus for matching HC philosophy to roster archetypes.

2.1 Head Coach (HC) — The Most Important Role
Impact AreaFormula / WeightBonus RangeStatus
Team Strength (offense)offenseRating: HC × 3 weight±~6WIRED
Team Strength (defense)defenseRating: HC × 3 weight±~6WIRED
Coach Bonus(avg off+def − 70) × 0.10−7 to +3WIRED
Motivation BaselineHC motivationRating × 350–99WIRED
Discipline BaselineHC disciplineRating × 350–99WIRED
Focus BaselineHC managementRating × 350–99WIRED
Motivator / Players’ Coach+8 motivation bonus if trait active+8 ptsWIRED
Scheme Fit BonusHC style aligns with OC scheme+2.0 / +0.5 / −2.0WIRED
Player Dev (all positions)HC is 30% of every dev chain0.75–1.25×WIRED
HC Hot SeatownerPatience + record vs expectation0–100 scoreWIRED
Mid-Season Fire Penalty−25 chemistry if fired in-seasonChemistryWIRED

The HC’s CoachStyle (Smashmouth, Air Raid, Defensive Guru, etc.) determines the team’s offensive scheme alignment bonus. A perfect fit (OC scheme matches HC style) adds +2.0 to teamStrength; no fit = −2.0.

2.2 Offensive Coordinator (OC)
Impact AreaFormula / WeightBonus RangeStatus
offenseRating weightOC × 2 in HC×3 + OC×2 + pos×1 average±~4WIRED
Motivation BaselineOC motivationRating × 2+2 unitWIRED
Discipline BaselineOC disciplineRating × 2+2 unitWIRED
Focus BaselineOC managementRating × 2+2 unitWIRED
Scheme Fit (OC)OC scheme must match HC CoachStyle+2.0 or 0WIRED
Tactician → DisciplineisTactician → +5 discipline baseline+5 ptsWIRED
Tactician → FocusBoth OC + DC Tacticians → +8 focus+3 or +8WIRED
QB/RB/WR/OL Dev ChainOC in middle of offense dev chain (35%)0.75–1.25×WIRED
2.3 Defensive Coordinator (DC) — Includes Blitz Frequency
Impact AreaFormula / WeightBonus RangeStatus
defenseRating weightDC × 2 in HC×3 + DC×2 + pos×1 average±~4WIRED
Motivation BaselineDC motivationRating × 2+2 unitWIRED
Discipline BaselineDC disciplineRating × 2+2 unitWIRED
Focus BaselineDC managementRating × 2+2 unitWIRED
Tactician → DisciplineisTactician → +5 discipline baseline+5 ptsWIRED
Tactician → FocusBoth OC + DC Tacticians → +8 focus+3 or +8WIRED
Defensive Anchor StarDC OVR ≥ 87 → +3.0 defRating bonus+3.0WIRED
Blitz Frequency (NEW)High → +1.5; Medium → 0; Low → −1.0−1.0 to +1.5WIRED
DL/LB/DB Dev ChainDC in middle of defense dev chains (35%)0.75–1.25×WIRED

Blitz Frequency is deterministic (derived from the DC’s UUID) and permanent. It reflects the DC’s philosophy. A “High” blitz DC generates extra pass-rush pressure (+1.5 teamStrength) but leaves more coverage gaps. A “Low” blitz DC plays a conservative, bend-don’t-break scheme (−1.0). Medium is baseline.

2.4 Special Teams Coordinator (STC)
Impact AreaFormula / WeightStatus
Motivation BaselineSTC motivationRating × 1 weightWIRED
Discipline BaselineSTC disciplineRating × 1 weightWIRED
Focus BaselineSTC managementRating × 1 weightWIRED
Kicker/Punter Dev ChainSTC at top of K/P dev chain (35%)WIRED
2.5 Position Coaches (QB / RB / WR / OL / DL / LB / DB)
Coach RolePositions DevelopedTechnical Specialty UsedChain Weight
QB CoachQBqbsRating (accuracy, poise, release)35% (final link)
RB CoachRBrushingRating (vision, elusiveness, ball security)35%
WR CoachWR, TEreceivingRating (routes, YAC, catching)35%
OL CoachOT, OG, CblockingRating (pass/run blocking, footwork)35%
DL CoachDE, DTpassRushRating (get-off, pass-rush moves)35%
LB CoachOLB, MLBpassRushRating + coverage/pursuit35%
DB CoachCB, SS, FScoverageRating (man/zone, ball skills)35%

Development chain: HC (30%) + Coordinator (35%) + Position Coach (35%). A vacant slot re-weights remaining coaches proportionally. Elite position coaches push development 25% faster than an average staff.

Formula
qualityScore = average of [hc_rating_for_pos, coord_rating_for_pos, pc_rating_for_pos]multiplier = 0.75 + (qualityScore − 40) / 59.0 × 0.50Score 40 → 0.75× Score 70 → 1.00× Score 99 → 1.25×

3 Locker Room Impact

Three baselines — Motivation, Discipline, Focus — are computed every time the team is evaluated. They feed team.morale and team.focus, which in turn affect teamStrength each game.

3.1 Baseline Weight Formulas
BaselineWeight SchemeBonus TriggersAffects
MotivationHC×3, OC×2, DC×2, STC×1, PCs×1 avgisMotivator or Players’ Coach style → +8 eachteam.morale
DisciplineHC×3, OC×2, DC×2, STC×1, PCs×1 avgTactician coordinator → +5; other Tacticians → +2team.morale
FocusHC×3, OC×2, DC×2, STC×1, PCs×1 avgBoth OC+DC Tacticians → +8; one → +3team.focus
3.2 How Baselines Flow Into teamStrength
VariableStarting PointteamStrength FormulaSwing
team.moralemotivationBaseline; shifts weekly(morale − 70) × 0.04±~2.0
team.focusfocusBaseline; shifts with discipline(focus − 70) × 0.03±~0.9

At morale 90: +0.80. At morale 50: −0.80. At morale 30 (toxic): −1.60. At focus 95: +0.75. At focus 50: −0.60.

3.3 Staff Chemistry (Separate Bonus)
ChemistryteamStrength Adj.Typical Cause
80–100+2.0Veterans together 3+ years, matching schemes
60–790.0Normal staff, some turnover
40–59−2.0Recent coordinator hire or scheme mismatch
0–39−5.0Mid-season firing or multiple new hires

Firing the HC, OC, or DC during the regular season applies −25 chemistry immediately. Chemistry recovers as tenure builds (each season together = +3 to +5 chemistry per pair).

3.4 Chaplain Stacks on Top of Coaching Effects
LevelMorale Bonus/WkInjury CushionClutch BoostDev Multiplier Boost
None01.00×+0.00+0.000
Volunteer+50.90×+0.03+0.000
Paid ($150K/yr)+100.80×+0.07+0.040

4 Quick Reference — Wired vs Display-Only

FeatureStatusEngine / File
HC team-strength weight (×3 offense + defense)WIREDTeamStaff.offenseRating / defenseRating
OC team-strength weight (×2 offense)WIREDTeamStaff.offenseRating
DC team-strength weight (×2 defense)WIREDTeamStaff.defenseRating
DC defensive anchor (OVR ≥ 87 → +3.0)WIREDLeague.defRating
DC blitz frequency → teamStrengthWIRED ✓ NEWGameSimEngine.teamStrength
Coach Bonus (avg coach − 70) × 0.10WIREDGameSimEngine.teamStrength
Motivation baseline → moraleWIREDTeamStaff.motivationBaseline
Discipline baseline → moraleWIREDTeamStaff.disciplineBaseline
Focus baseline → team.focusWIREDTeamStaff.focusBaseline
Morale → teamStrengthWIREDGameSimEngine: (morale−70) × 0.04
Focus → teamStrengthWIREDGameSimEngine: (focus−70) × 0.03
Staff chemistry → teamStrengthWIREDGameSimEngine: chem ≥80 +2 / <40 −5
isMotivator trait → motivation boostWIREDTeamStaff.motivationBaseline +8
isTactician → discipline + focus boostWIREDTeamStaff.disciplineBaseline / focusBaseline
Position coaching chain → player devWIREDCoachingInfluenceEngine
isDeveloper trait → +15% dev rateWIREDStaff.developmentBonus
Scheme fit (HC style vs OC scheme)WIREDGameSimEngine / offensiveSchemeFit
Chaplain morale + clutch + devWIREDMultiple engines
Coach ambition / loyalty → departureWIREDCoachMovementEngine
Staff season history (GAMES tab)WIRED ✓ NEWOffseasonEngine.recordStaffSeasons
HC hot seat score → FO card + BLITZWIREDFanEngagementEngine.hcHotSeatScore
greedLevel → salary demand scalingDISPLAY ONLYShows in CONTRACT tab; not in salary math
managementRating standaloneDISPLAY ONLYRolls into focusBaseline only
OC blitz frequencyFUTURECould wire to offRating in a later update
STC impact on field positionPARTIALIn K/P dev chain; no standalone ST score yet

Overview

BRANNGM: FOOTBALL ’26 — COACHING STAFF MOVEMENT SYSTEM

Promotion Ladder · Poaching Rules · OVR Translation · Retention Strategy

▸ THE PROMOTION LADDER

LEVEL 1POSITION COACHDevelops individual players at a specific position. Can be PROMOTED to OC or DC. Can be POACHED to become a coordinator elsewhere if OVR ≥ 75.
LEVEL 2COORDINATOR (OC / DC)Runs the offensive or defensive scheme. Can be PROMOTED to Head Coach. Can be POACHED to become a coordinator or HC at another team.
LEVEL 3HEAD COACHLeads the entire franchise. Cannot be poached. Leaves only if fired, retires, or contract expires.

▸ CORE RULES

One rung at a timeNo coach may skip a level. A position coach cannot become a head coach directly — they must first become a coordinator for at least one season.
HC cannot be poachedHead coaches are locked to their team until fired, retired, or their contract expires. They cannot be targeted by AI teams mid-contract.
OC / DC poachableCoordinators may receive offers from other teams each offseason. The GM can retain them via a staff budget raise or strong team culture.
Position coach poachable (conditional)A position coach with OVR ≥ 75 may be poached to become a coordinator elsewhere. Lower-rated position coaches are not attractive enough to draw coordinator offers.
One promotion per coach per offseasonA coach can only advance one level per league year. They cannot be promoted and poached simultaneously.
One-season adjustment penaltyAny coach promoted or laterally poached receives a −6 OVR penalty for their first season in the new role, representing the learning curve. The penalty lifts at the next offseason and normal trajectory development resumes.

▸ OFFSEASON COACHING MOVEMENT SEQUENCE

Step 1 — Fire coachesTeams fire HCs and/or coordinators. Fired coaches enter the free market immediately.
Step 2 — Calculate departure interestFor each remaining coordinator (and position coach OVR ≥ 75), compute Departure Interest Score. Scores above the 40% threshold generate outside offers.
Step 3 — Poaching offers sentAI teams with vacancies target available coaches in priority order: HC vacancies filled first, then coordinator slots.
Step 4 — Retention windowThe player GM sees which of their coaches have received offers. They may retain threatened coaches by approving a salary increase (if staff budget permits).
Step 5 — Promotions resolvedInternally, teams may promote a position coach to fill a coordinator vacancy, or a coordinator to fill a newly-open HC role.
Step 6 — Market clearsRemaining vacancies are filled from the open coaching market (recently fired coaches and unclaimed free agents). Season begins with all rosters set.

Poaching Formula

COACHING DEPARTURE INTEREST SCORE — FORMULA REFERENCE

Each coordinator (and position coach OVR ≥ 75) is evaluated each offseason. If Departure Interest Score > 40%, the coach receives an offer from an AI team.

MODIFIER CONDITIONVALUETYPEAPPLIES TONOTES
Base departure interest20%BaseAll eligible coachesStarting point before any modifiers applied
Coach OVR ≥ 85 (elite)+18%Coach qualityOC / DCElite coordinators draw HC interest from other teams
Coach OVR 80–84 (very good)+12%Coach qualityOC / DCStrong coordinators are credible HC candidates
Coach OVR 75–79 (solid)+6%Coach qualityOC / DC / Pos CoachPosition coaches at this threshold become coordinator targets
Won 10+ games this season+10%Team performanceOC / DCStrong résumé makes outside teams interested
Lost 4+ games this season+6%Team performanceOC / DCCoordinators on losing teams may welcome change
Final year of contract+12%Contract statusOC / DCExpiring contract = maximum departure leverage
Ambition trait = HIGH+15%PersonalityOC / DCHigh-ambition coaches actively seek promotion to HC
Ambition trait = LOW−8%PersonalityOC / DCLow-ambition coaches are content in coordinator role
Loyalty trait = HIGH−15%PersonalityOC / DCLoyal coaches prioritize staying with their current team
Loyalty trait = LOW+10%PersonalityOC / DCLow-loyalty coaches are more willing to leave
Team won championship last season−14%Team prestigeOC / DCWhy leave a championship staff?
Team made playoffs last season−6%Team prestigeOC / DCPlayoff teams are desirable destinations to stay
Owner desirability rating ≥ 4−10%Organization qualityOC / DCGreat ownership culture makes coaches want to stay
Owner desirability rating ≤ 2+8%Organization qualityOC / DCMeddlesome or unreliable owners push coordinators away
Team on 3+ year playoff drought+7%Team trajectoryOC / DCCoaches on struggling programs look for winning opportunities
Coordinator already offered extension−20%Retention actionOC / DCA GM-issued retention offer significantly reduces departure risk

THRESHOLD & OUTCOME

Score < 25%No interest. Coach is content and no offers are generated.
Score 25–39%Background interest only. Coach may listen but does not actively seek a move. No offer this year.
Score 40–59%OFFER RECEIVED. AI team extends an offer. GM gets a retention prompt.
Score ≥ 60%STRONG OFFER. Coach is actively seeking a move. Retention is significantly harder and more expensive.

Departure Calculator

DEPARTURE INTEREST SCORE — INTERACTIVE CALCULATOR

Enter values in BLUE cells. Score calculates automatically.

COACH INPUTS

Coach OVR (40–99)78Enter the coach’s current overall rating
Ambition TraitMEDEnter: HIGH / MED / LOW
Loyalty TraitMEDEnter: HIGH / MED / LOW
Won 10+ games last season? (YES/NO)NO
Lost 4+ games last season? (YES/NO)NO
Final year of contract? (YES/NO)NO
Team won championship last season? (YES/NO)NO
Team made playoffs last season? (YES/NO)NO
Owner desirability (1–5)31=poor, 3=average, 5=great
Team on 3+ year playoff drought? (YES/NO)NO
Retention offer extended? (YES/NO)NO

SCORE BREAKDOWN

Base departure interest0.2Fixed starting value
OVR modifier (≥85→+18%, 80-84→+12%, 75-79→+6%)0.06Based on OVR input above
Ambition modifier (HIGH→+15%, LOW→−8%)0Based on Ambition trait input
Loyalty modifier (HIGH→−15%, LOW→+10%)0Based on Loyalty trait input
Won 10+ games → +10%0
Lost 4+ games → +6%0
Final year of contract → +12%0
Won championship last season → −14%0
Made playoffs last season → −6%0
Owner desirability (≥4→−10%, ≤2→+8%)0
3+ year playoff drought → +7%0
GM issued retention offer → −20%0Most powerful single lever available to the GM
TOTAL DEPARTURE INTEREST SCORE0.26Capped at 0%–100%
RESULT◑ BACKGROUND INTEREST — No offer this year

OVR Translation

OVR TRANSLATION ON PROMOTION

When a coach is promoted, their OVR is recalculated under the new role’s formula. Existing sub-ratings stay the same — only the weights change. A one-season adjustment penalty of −6 OVR then applies while the coach adapts to the larger responsibility.

PROMOTION PATHS — TRANSLATION FORMULA

PROMOTION PATHTRANSFER RATEADJ. PENALTYFLOOR OVRCEILING OVRNET FIRST-YEAR OVR (example)
Position Coach → Offensive Coordinator78%−6 (first season only)557678 OVR coach → 61 OVR OC first season (78×0.78=61 − 6 penalty = 55 effective)
Position Coach → Defensive Coordinator78%−6 (first season only)5576Same as OC path above
OC → Head Coach82%−6 (first season only)527985 OVR OC → 70 OVR HC first season (85×0.82=70 − 6 penalty = 64 effective)
DC → Head Coach82%−6 (first season only)5279Same as OC→HC path above
Coordinator poached laterally (OC→OC or DC→DC at new team)95%−3 (adaptation to new scheme)60Max retainedNear-full OVR transfer. Small penalty for new playbook.
Position Coach poached as Coordinator (OVR ≥ 75 only)78%−6 (first season only)5574Same formula as internal promotion path

QUICK REFERENCE — STARTING OVR IN NEW ROLE (before adjustment penalty)

OLD OVRAs OC / DC (×0.78, floor 55)As HC (×0.82, floor 52)Lateral Coordinator (×0.95)
60555257
65555362
70555766
75586171
78616474
80626676
82646778
85667081
88697284
90707486
92727587
95747890

⚠ Note: After the adjustment penalty year, the normal trajectory development system resumes. A promoted coach on an upward trajectory may recover quickly; one on a declining arc may struggle.

Sub-Rating Transfer

SUB-RATING TRANSFER MATRIX

Shows what percentage of each sub-rating carries forward when a coach is promoted. Sub-ratings that don’t transfer directly initialize at 60% of the coach’s overall average in the new role, representing base competency.

POSITION COACH → OC / DC

POSITION COACH SUB-RATINGTRANSFERS TO NEW ROLE ASTRANSFER %RATIONALE
TeachingPlayer Development90%Coaching players at a position group is nearly identical at coordinator level
Technical KnowledgeScheme / Positional Expertise88%Deep position knowledge feeds directly into scheme design for that side of the ball
MotivationMotivation / Player Management80%Motivating a unit is similar; motivating a full offense/defense group requires more range
Film Study / PrepGame Planning75%Preparation skills transfer well but coordinator prep scope is broader
NEW: Play Calling(Initializes at 60% of avg)—Position coaches rarely call plays; this starts at a base level
NEW: Scheme Design(Initializes at 62% of avg)—Designing plays and formations is a new skill; position experience helps but is partial

COORDINATOR (OC / DC) → HEAD COACH

COORDINATOR SUB-RATINGTRANSFERS TO HC ROLE ASTRANSFER %RATIONALE
Scheme DesignOffensive / Defensive Philosophy82%Deep scheme knowledge feeds the HC’s strategic identity
Play CallingGame Management (partial)55%HCs rarely call plays directly; the coordinator mindset partially maps to situational game management
Player DevelopmentPlayer Development (team-wide)75%Developing players transfers — scope expands from a group to the full roster
Game PlanningGame Management78%Weekly prep habits and opponent analysis transfer strongly
Motivation (unit-level)Motivation (full team)70%Motivating an offense or defense is good prep; motivating the full 53-man roster is harder
NEW: Leadership(Initializes at 65% of avg)—Leading a full franchise is distinct from coordinating a unit. Leadership starts at a moderate base
NEW: Staff Management(Initializes at 58% of avg)—Hiring, managing, and developing assistant coaches is a new responsibility
NEW: Media / PR(Initializes at 60% of avg)—Coordinators rarely face the media. HC media duties start low and develop over seasons

Retention

COACH RETENTION — TOOLS & STRATEGY

When a coordinator receives an outside offer, the GM is given a retention window. The following tools are available to keep a valued coach.

RETENTION TOOLS

TOOLDEPARTURE SCORE MODIFIERCOST / REQUIREMENTNOTES
Issue Retention Offer−20% to departure scoreStaff budget spend (auto-approved if budget available)Most powerful tool. Must be activated before the retention window closes.
Win the championship−14% (retroactive next offseason)None — earned on the fieldThe best retention tool is winning. Championship culture retains coaches naturally.
Make the playoffs−6% next offseasonNoneStacks with championship bonus if both apply.
High owner desirability (≥4)−10% ongoingBuild owner rating via GM trait choicesA well-run organization is a place coaches want to stay long-term.
Promote the coordinator to HC (if HC vacancy exists)N/A — prevents poachMust have an open HC positionFilling an internal HC vacancy with your OC/DC prevents them from leaving while also rewarding loyalty.
Do nothingNo modifierNo costIf departure score exceeds threshold, the coach leaves. The GM must then hire or promote.

RETENTION PRIORITY GUIDE

Elite coordinator (OVR ≥ 85)ALWAYS retain if budget allowsAn elite OC or DC is an asset worth significant investment. Their departure will cost you multiple seasons of development to replace.
Good coordinator (OVR 75–84)RETAIN if departure score ≥ 40%Worth keeping, but evaluate whether a strong internal position coach could step up. Don’t overpay a coordinator on a declining trajectory.
Average coordinator (OVR < 75)Let them go if score ≥ 50%An average coordinator leaving creates an opportunity to promote a strong position coach or sign a better free-agent coordinator from the open market.
High-loyalty coordinatorPassive retention — low riskHigh-loyalty coaches rarely reach the departure threshold. Focus budget on coaches with Low or Medium loyalty instead.

Coaching Market

OFFSEASON COACHING MARKET — AI TEAM BEHAVIOR

After poaching is resolved and retention windows close, AI teams fill vacancies from the open coaching market. This tab documents the priority order and market pool composition.

COACHING FREE AGENT POOL — SOURCES

#SOURCEAVAILABILITYNOTES
1Fired Head CoachesHIGHHCs fired at season end immediately enter the market. Many are experienced and will seek coordinator or HC roles depending on their OVR and age.
2Coordinators who accepted poach offersHIGHCoordinators who left their teams to pursue other opportunities. Now available for vacancies at any team that needs them.
3Coordinators on teams that fired their HCMED-HIGHWhen a HC is fired, his coordinators often follow. They become free agents even if they weren’t actively seeking a move.
4Position coaches who accepted coordinator offersMEDPosition coaches (OVR ≥ 75) who were promoted-via-poach now fill coordinator slots.
5Retired / returning coachesLOWA small random pool of coaches who previously retired may re-enter the market as coordinators or position coaches. Adds unpredictability to the market.

AI TEAM VACANCY-FILLING PRIORITY ORDER

STEPACTIONPRIORITYNOTES
1Fill HC vacancies firstCriticalA team without a HC cannot proceed. AI promotes internal OC/DC if eligible and OVR ≥ 72, otherwise signs best available from the free market.
2Fill OC vacancyHighTeams without an OC sign the best available coordinator from the market or promote their highest-OVR eligible position coach.
3Fill DC vacancyHighSame logic as OC. If no good coordinator is available, a position coach is promoted.
4Fill position coach vacanciesMediumTeams fill holes in their coaching tree from the remaining market. Position coach quality affects player development.
5Opportunistic upgradesLowIf a significantly better coordinator (OVR 10+ above current) is available and team budget permits, AI may proactively upgrade even without a vacancy.

💡 DESIGN NOTE: HC promotions from within are preferred by AI teams when the internal coordinator has OVR ≥ 72. This creates authentic coaching trees where coordinators ‘graduate’ to HC roles, mirrors real NFL patterns, and keeps the coaching market dynamic year over year.

17
Chapter

The Scouting Department

Scouting Department Reference Manual

How Scout Attributes Affect Draft Evaluation Accuracy

Game Design Reference | Internal Use

1. Overview

Your scouting department is the lens through which you see the draft class. Every evaluation you receive — OVR estimates, potential labels, skill group reveals — passes through your scouts first. Better scouts mean tighter error bands, more accurate grades, and fewer painful surprises on draft day.

Scout quality is governed by five systems: Overall Rating (the master accuracy number), Specialty (positional focus that sharpens accuracy at specific positions), Draft Round Strength (which round tier they evaluate best), Scouting Region (geographic coverage), and Mental & Technical Sub-Ratings (individual skill attributes). This document covers each system in detail.

2. Scout Roles and Hierarchy

RoleWeight in FormulaSpecialty OptionsRating Cap
Head Scout50% of dept formulaAny specialty (all-around or any position)100
Offensive Scout40% when side matchesOffensive side only — broad or positional99
Defensive Scout40% when side matchesDefensive side only — broad or positional99
Assistant Scout10% (avg of all assistants)All-Around / Off Focus / Def Focus only85

The Head Scout is the anchor of the department. When no side specialist is assigned, the head scout carries 80% of the weight. When a side specialist is present (which is the normal state), the formula becomes:

Effective Rating = Head×0.50 + Specialist×0.40 + Avg(Assistants)×0.10

3. Overall Rating and Error Bands

Every scout has an Overall Rating (0–100). This rating determines the maximum OVR error the GM can receive when a scout evaluates a player. Higher ratings mean smaller error windows.

Rating TierLabelMax OVR ErrorMeaning
100Perfect±0Exact reading every time
95–99Elite±2Near-certain grade
90–94Excellent±3Rarely more than 1 round off
85–89Very Good±4Reliable — trust the read
80–84Good±5Solid — minor misses possible
75–79Average±8Moderate uncertainty
70–74Below Avg±11Meaningful error expected
65–69Weak±14High uncertainty
55–64Poor±20Nearly unreliable
0–54Terrible±30Evaluations are nearly random

NOTE: Error is Gaussian (bell-curve distributed) — most evaluations land near the centre of the error band, not at the extremes. A 90-rated scout saying a player is a 78 OVR will usually be within 1–2 OVR of the true value.

4. Scout Specialty (Strength)

Every scout has a Specialty label shown on their profile card. This represents the specific area they evaluate best. Specialties are constrained by role — you cannot have an Offensive Scout with a Defensive Line specialty.

4.1 Specialty Options by Role

Head Scout

Can hold any specialty — the only role with full flexibility.

SpecialtyBonus PositionsAccuracy Bonus
All-Around(none — breadth advantage)+0 (no positional bonus, evaluates all well)
Offensive Focus(none — broad offense)+0 (breadth, not depth)
Defensive Focus(none — broad defense)+0 (breadth, not depth)
QB SpecialistQB+6 effective rating on QBs
RB SpecialistRB+6 effective rating on RBs
WR / TE SpecialistWR, TE+6 effective rating on WR & TE
OL SpecialistOT, OG, C+6 effective rating on OL
DL SpecialistDE, DT+6 effective rating on DL
LB SpecialistLB, OLB, MLB+6 effective rating on all LB types
Secondary SpecialistCB, SS, FS+6 effective rating on DBs

Offensive Scout

Can only hold offensive specialties. Restricted from any defensive specialty.

SpecialtyBonus PositionsAccuracy Bonus
All-Around(none)+0
Offensive Focus(broad offense)+0
QB SpecialistQB+8 effective rating on QBs
RB SpecialistRB+8 effective rating on RBs
WR / TE SpecialistWR, TE+8 effective rating on WR & TE
OL SpecialistOT, OG, C+8 effective rating on OL

Defensive Scout

Can only hold defensive specialties. Restricted from any offensive specialty.

SpecialtyBonus PositionsAccuracy Bonus
All-Around(none)+0
Defensive Focus(broad defense)+0
DL SpecialistDE, DT+8 effective rating on DL
LB SpecialistLB, OLB, MLB+8 effective rating on all LB types
Secondary SpecialistCB, SS, FS+8 effective rating on DBs

Assistant Scout

Assistants hold broad-focus labels only. They contribute to the department average (10% weight) but cannot hold positional specialties.

SpecialtyEffect
All-AroundGeneral contribution to department accuracy (no positional bonus)
Offensive FocusSlight narrative lean; still no positional specialty bonus
Defensive FocusSlight narrative lean; still no positional specialty bonus

4.2 How the Specialty Bonus Works

When your scout evaluates a player whose position matches their specialty, the game adds a bonus to the effective scout rating before computing the error:

Side Specialist (Offensive or Defensive Scout) matching position: +8 to effective rating

Head Scout matching position (fallback, no side scout assigned): +6 to effective rating

Example: Your Offensive Scout is rated 85 (Very Good, ±4 OVR error normally) and holds the QB Specialist specialty. When they evaluate a quarterback:

Effective rating = 85 + 8 = 93 (Excellent tier)

Max error narrows from ±4 → ±3

Gaussian distribution means most evaluations land within 1–2 OVR of truth

On a private workout (most accurate action), this can effectively become near-perfect

The bonus applies across all scouting actions, scaled by how direct the evaluation is:

ActionSpecialty Bonus AppliedWhy
Film Review+5 for positional match (reduced)Film is indirect — specialist edge is smaller
Campus Visit+8 / +6 full bonusLive evaluation — specialist shines
Private Workout+8 / +6 full bonusDirect one-on-one — full specialist advantage
InterviewNo bonus (not evaluation)Character assessment — position irrelevant

Scout Specialty ✔ CODED IN

5. Draft Round Strength

Each scout is assigned a Draft Round Strength label that reflects which tier of the draft they evaluate with the most confidence:

LabelRound TierWhat It Means
Early RoundsRounds 1–2Expert at evaluating blue-chip, high-profile prospects
Mid RoundsRounds 3–4Strong at identifying solid starters and rotational players
Late RoundsRounds 5–7Specialises in finding undrafted gems and late-round value
All RoundsRounds 1–7No particular bias — equally reliable across all tiers

In a full implementation, a scout with “Early Rounds” strength evaluates top-50 prospects with tighter error bands, while a “Late Rounds” scout is better at finding sleepers that other teams’ scouts overlook.

Draft Round Strength ◌ Display Only

NOTE: Currently displayed as a profile trait. Full round-tier accuracy wiring is planned for a future update. The label is assigned and visible but does not yet modify the error formula.

6. Scouting Region

Each scout has a regional footprint — the geographic area where they have the strongest college connections, network contacts, and in-person evaluation history:

RegionCollege Footprint
NationalNo regional bias — broad coverage everywhere
SoutheastSEC, ACC, Sun Belt — Florida, Georgia, Alabama, Carolinas, etc.
MidwestBig Ten, MAC — Ohio, Michigan, Indiana, Illinois, Iowa, etc.
West CoastPac-12 / Big 12 West — California, Oregon, Washington, Arizona, etc.
NortheastIvy, ACC North, Big East remnants — Connecticut, Pennsylvania, New Jersey, etc.

A scout with regional expertise has stronger scouting contacts in that area — better film access, more accurate pro-day attendance, and tighter error on players from those college programs.

Scouting Region ◌ Display Only

NOTE: Currently displayed as a profile trait. Regional accuracy modifiers (tighter error bands for players from that region) are planned for a future update.

7. Technical Sub-Ratings

Technical sub-ratings represent the hard evaluation skills a scout has developed over their career. These are displayed on the scout’s profile TECHNICAL tab.

Sub-RatingWhat It MeasuresStatus
Player EvaluationRaw accuracy of OVR grading — how close to the truth their number landsCODED IN
Projection AccuracyHow well they predict a player’s peak OVR potential (ceiling estimate)Display Only
Network ReachAccess to hard-to-reach prospects: small schools, private workouts, pro daysDisplay Only
Draft Day IQAbility to identify late-round value and UDFA gems under time pressureDisplay Only

7.1 Player Evaluation Rating — Wired In

This is the only technical sub-rating that directly modifies the accuracy formula. The head scout’s Player Evaluation rating is blended with their Overall Rating when computing their contribution to the department:

Head Scout Contribution = (Rating × 0.65) + (PlayerEvaluation × 0.35)

For a head scout (role = Head Scout), Player Evaluation = min(99, Rating + 5), giving a consistent slight upward adjustment. For scouts in other roles, Player Evaluation is derived independently (Rating ±10), creating real variation between scouts with the same Overall Rating.

7.2 Projection Accuracy — Planned

Designed to tighten the floor/ceiling estimate range on campus visits and private workouts. A scout with high Projection Accuracy narrows the ceiling band — giving you more reliable “upside” information. Not yet wired into the calculation engine.

7.3 Network Reach — Planned

Designed to unlock private workout access to otherwise unavailable prospects, and to increase the chance of discovering prospects at small schools who are not on other teams’ boards. Not yet wired in.

7.4 Draft Day IQ — Planned

Designed to modify the quality of AI recommendation signals on draft day — high-IQ scouts identify late-round value more reliably. Not yet wired in.

Player Evaluation ✔ CODED IN

Projection Accuracy / Network Reach / Draft Day IQ ◌ Display Only

8. Mental Sub-Ratings

Mental sub-ratings reflect the character, work habits, and reliability of a scout as a professional. These appear on the MENTAL tab of the scout’s profile.

Sub-RatingWhat It MeasuresStatus
Scout FocusAttention to detail and thoroughness — affects report qualityDisplay Only
Scout AdaptabilityAbility to evaluate unfamiliar schemes and athletes outside their backgroundDisplay Only
Scout Work EthicHours logged, number of prospects reviewed, travel willingnessDisplay Only
Scout ReportingQuality of written scout notes and ability to communicate findingsDisplay Only

Mental sub-ratings are derived deterministically from the scout’s Overall Rating (±10 variation) and are currently displayed as profile traits. In future development, they are intended to affect:

Scout Focus → how accurately interview red/green flags are detected

Scout Adaptability → reduced error when evaluating players in unusual schemes

Scout Work Ethic → number of scouting action points available per offseason

Scout Reporting → richness of the scout notes and skill group reveal text

All Mental Sub-Ratings ◌ Display Only

NOTE: All four mental sub-ratings are currently display traits. They are generated, shown on profile, and designed for future gameplay impact.

9. Scouting Actions and When Specialty Matters

The four scouting actions build your knowledge of a prospect across the offseason. Specialty bonuses apply differently depending on how direct the evaluation is.

ActionCostWhat It RevealsAccuracySpecialty Bonus
Film ReviewFree (auto)Initial OVR estimate + potential labelLowest — 50% extra noise+5 for positional match
Campus Visit1 Scout DayRefined OVR estimate + floor/ceiling + 1 skill groupMedium+8 / +6 full bonus
Private Workout3 Scout DaysBest OVR estimate + tight floor/ceiling + all skill groupsHighest+8 / +6 full bonus
Interview1 Slot/weekCharacter flags (red/green) + scout notesScout rating affects flag detectionNo bonus (not eval)

NOTE: Film Reviews are applied automatically to the entire draft class at the start of each offseason. You spend Scout Days to take Campus Visits and Private Workouts on priority prospects.

10. Department Strength

Beyond individual scout accuracy, the department as a whole has a synergy multiplier that scales all error values. A high-functioning department reduces error by up to 30%.

Dept Strength = (Head×0.40) + (OffScout×0.25) + (DefScout×0.25) + (AvgAsst×0.10)

Dept StrengthLetter GradeError MultiplierEffect
90+A+0.73×Errors reduced by 27%
85–89A0.77×Errors reduced by 23%
80–84B+0.81×Errors reduced by 19%
75–79B0.85×Errors reduced by 15%
70–74B−0.90×Errors reduced by 10%
65–69C0.95×Errors reduced by 5%
<65D1.00×No synergy benefit

Department Synergy Multiplier ✔ CODED IN

11. Quick Reference Summary

SystemCoded In?Effect When Active
Overall RatingYESControls base error band (±0 to ±30 OVR)
Scout SpecialtyYES+8 (side) or +6 (head) to effective rating at specialty position
Player Evaluation RatingYESHead scout contribution blended: Rating×0.65 + Eval×0.35
Department SynergyYESError multiplier 0.70–1.00 based on dept average
Draft Round StrengthNODisplay trait — planned to modify error by prospect round tier
Scouting RegionNODisplay trait — planned to tighten error for region’s college players
Projection AccuracyNODisplay trait — planned to affect floor/ceiling estimate range
Network ReachNODisplay trait — planned to unlock prospect access
Draft Day IQNODisplay trait — planned for AI draft recommendation signals
Scout FocusNODisplay trait — planned to affect interview flag detection
Scout AdaptabilityNODisplay trait — planned for cross-scheme evaluation
Scout Work EthicNODisplay trait — planned to affect scout day budget
Scout ReportingNODisplay trait — planned to affect scout note quality

BrannGM: Football ’26 — Scouting Department Reference | Internal Game Design Document

Part
IV

Roster Building

18
Chapter

Contracts & the Financial System

1. Salary Cap Overview

BrannGM: Football ’26 mirrors the 2026 NFL CBA salary cap structure. Every team operates under a hard cap — the maximum total compensation that counts against the team in any given league year. Managing cap space is one of the core strategic challenges of the game.

Parameter2026 ValueNotes
Hard Cap (per team)$301.2MTotal cap hits cannot exceed this
Veteran Minimum$885KNo player can earn less ($840K in 2025)
Annual Cap Growth~7.0%Driven by $113B media deal CBA structure
Minimum Spend Floor89% over 4 yrsTeams must spend 89% of cap over rolling 4-year window
Signing Bonus ProrationMax 5 yearsBonus prorated over contract length, capped at 5 years
Post-June 1 Designations2 per team/yrSplits dead cap: current yr vs. following yr

1.1 Cap Space Calculation

Cap Space = Hard Cap – Sum of all active contract cap hits – Dead cap obligations

A team’s cap space is tracked per year. Carry-over from prior years (unspent cap) adds to the following year’s available space. Draft pick holds reduce usable cap space by estimated rookie slot values.

1.2 Dead Cap

Dead cap occurs when a player is released or traded before his contract expires. Any remaining prorated signing-bonus installments accelerate and hit the cap immediately (pre-June 1), or are split across two years (post-June 1 designation). Dead cap counts against team salary cap even though the player is no longer on the roster.

2. Player Contract Valuation

Every player’s market value — what they demand in negotiation — is calculated from five stacked multipliers applied to a base positional rate. This ensures that a greedy 26-year-old injury-free superstar demands far more than a loyal 34-year-old veteran with an injury history at the same OVR.

Adjusted Market Value = Base Value × Age Mult × Trajectory Mult × Character Mult × Injury Mult

2.1 Base Value by Position & OVR

Base value uses piecewise-linear interpolation across three OVR anchors: OVR 40 (floor — near vet minimum), OVR 75 (average NFL starter), and OVR 99 (top-of-market elite). All values in $thousands.

PositionOVR 40 FloorOVR 75 StarterOVR 99 EliteFranchise Tag
QB$885K$20.0M$55.0M$43.9M
WR$885K$12.0M$40.0M$27.3M
DE (Edge)$885K$13.0M$45.0M$24.4M
OT$885K$12.0M$32.0M$25.8M
DT$885K$9.0M$28.0M$27.1M
CB$885K$10.0M$27.0M$21.2M
LB / OLB / MLB$885K$9.0M$27.0M$26.9M
TE$885K$8.0M$22.0M$15.0M
OG / C$885K$8.0M$22.0M$25.8M
SS / FS$885K$7.5M$22.0M$20.1M
RB$885K$5.5M$16.0M$14.3M
K / P$885K$3.0M$8.0M$6.6M

2.2 Age Curve Modifier

Player age is the single largest modifier after OVR. A 27-year-old at peak prime commands full market rate; a 35-year-old at the same OVR is a significant risk and demands a discount. QBs receive a slight longevity premium (proved by historical play well into mid-30s). RBs face steeper decline curves.

Age RangeGeneral MultiplierQB ModifierRB ModifierNotes
≤ 220.80×0.82×0.78×Unproven raw rookie, limited track record
23–240.90×0.92×0.87×Promise shown, still developing
25–271.00×1.00×0.96×Prime — full market rate
28–290.96×0.98×0.85×Late prime — slight risk premium
30–310.86×0.90×0.70×Decline incoming for most positions
32–330.74×0.82×0.55×Visible decline, high injury risk
34–350.62×0.72×0.40×Near end of career
36+0.48×0.58×0.30×Major question marks

2.3 Career Trajectory Modifier

A player on an upward OVR trajectory can demand a premium over his current rating — teams are paying for his future, not just his present. A declining player is worth a discount. Trajectory is assessed by comparing the last two seasons’ OVR values.

TrajectoryMultiplierDefinition
Rising (Breakout)1.15×OVR increased ≥ 4 pts over the last two seasons
Rising (Steady)1.08×OVR increased 2–3 pts over the last season
Stable1.00×OVR within ±1 pt — no significant change
Declining (Mild)0.90×OVR dropped 2–4 pts over the last season
Declining (Sharp)0.78×OVR dropped 5+ pts — age or injury-driven

2.4 Character Trait Modifiers

A player’s personality traits — greed, loyalty, ambition, ego, and work ethic — directly influence what he demands in negotiation and whether he accepts below-market offers. These traits interact: a highly loyal but greedy player will still give a hometown discount but will haggle hard over the actual numbers.

TraitLevelSalary ModifierAcceptance ToleranceNotes
GreedHIGH+22% demand-10% toleranceKnows his worth — will walk if underpaid
GreedMED+0%±0%Standard market expectations
GreedLOW-12% demand+8% toleranceHappy to play; money isn’t everything
LoyaltyHIGH-15% demand+15% toleranceHometown discount — wants to stay
LoyaltyMED+0%±0%Open to any team at fair price
LoyaltyLOW+8% demand-8% toleranceWill leave if another team pays more
AmbitionHIGH-6% demand+10% toleranceWill cut price for a contender
AmbitionLOW+0%±0%Indifferent to winning, purely economic
EgoHIGH+12% demand-12% toleranceOvervalues himself — tough negotiation
EgoMED+0%±0%Standard self-assessment
EgoLOW-5% demand+5% toleranceHumble — won’t push hard
Work EthicELITE-4% demand+5% toleranceCommitted — not money-driven
Work EthicPOOR+8% demand-8% toleranceOvercompensates with pay demands

Note: When multiple traits modify demand, all multipliers stack multiplicatively. A HIGH Greed + HIGH Ego player could demand ~36% above base market.

2.5 Injury History Modifier

Players with significant injury histories represent liability. Teams pay less and players receive discounted contracts reflecting the elevated risk. Active injuries at time of negotiation carry the steepest penalty.

Injury StatusMultiplierNotes
No injury history1.00×Full market rate — clean bill of health
Single minor injury history0.95×Slightly elevated risk acknowledged
Multiple minor injuries (3+)0.88×Recurring issues — durability concern
Single major injury (ACL, torn hamstring, etc.)0.82×Major injury in history — long recovery concern
Multiple major injuries0.72×Chronic major injury history — high risk
Currently injured (active)0.85×Active injury at time of negotiation
Currently on IR0.78×On injured reserve — compounded risk

3. Contract Structure

Every player contract in BrannGM: Football ’26 consists of several financial components that affect the team’s cap differently. Understanding the relationship between salary, bonus, cap hit, dead cap, and guaranteed money is essential to managing a competitive roster.

ComponentDefinitionCap Impact
Annual Salary (Base)The player’s year-by-year base salaryFully counts as cap hit each season; saved if player is cut
Signing BonusUp-front guaranteed payment; prorated over min(years, 5)Prorated cap charge each year; becomes dead cap if released
Cap HitAnnual Salary + Annual Bonus ProrationTotal cap space consumed per year
Guaranteed MoneySigning bonus + any guaranteed base salary installmentsCannot be recovered if player is cut or traded
Dead CapRemaining unprorated bonus installments post-release/tradeCounts against cap even after player leaves roster
Carry-OverUnused cap space rolled to the next league yearAdds to next year’s available cap space

3.1 Signing Bonus Proration Example

A player signs a 4-year deal with a $20M signing bonus. Per CBA rules, $5M is prorated annually ($20M ÷ 4 years). If he is released after year 2 with 2 years remaining, $10M in dead cap accelerates immediately (pre-June 1) or $5M this year + $5M next year (post-June 1 designation).

YearBase SalaryBonus ProrationCap HitDead Cap if Cut Now
Year 1$12.0M$5.0M$17.0M$20.0M (all 4 years accelerate)
Year 2$12.0M$5.0M$17.0M$15.0M (3 years remaining)
Year 3$13.0M$5.0M$18.0M$10.0M (2 years remaining)
Year 4$13.0M$5.0M$18.0M$5.0M (final year)

3.2 Contract Weighting (Front / Balanced / Back)

The GM can choose how salary is distributed across the contract years:

Weight ModeStructureStrategic Use
Front-LoadedHigher salary in early years, lower laterBuild trust; short-term cap sacrifice but cheaper future years
BalancedEqual salary distribution across all yearsPredictable cap planning; simplest structure
Back-LoadedLower early salary, escalating later yearsMaximize current cap space; risk of future cap strain

4. Contract Types

4.1 Rookie Scale Contracts

All drafted players receive mandatory rookie scale contracts set by the CBA. Round 1 picks receive fully guaranteed 4-year deals; later rounds receive partially guaranteed deals. First-round picks also have a team option for a 5th year (must be exercised by May 1 of the player’s 3rd season).

RoundTotal Value (range)Annual Salary (approx)Signing Bonus %Guaranteed
R1 — Pick #1$54.6M$13.7M/yr40%Fully guaranteed
R1 — Pick #16$33.8M$8.5M/yr40%Fully guaranteed
R1 — Pick #32$16.8M$4.2M/yr40%Fully guaranteed
Round 2$7.2M–$12.9M~$2.5M/yr25%Partially guaranteed
Round 3$4.2M–$6.5M~$1.4M/yr15%Injury-only guarantee
Rounds 4–7$3.5M–$4.0M~$885K/yr10%Signing bonus only

4.2 Veteran Free Agent Contracts

When a veteran player’s deal expires, he enters free agency. Contract length is driven by position, age, and OVR:

Position GroupAge < 28, OVR 80+Age 28–30Age 31+Notes
QB3–5 years3–4 years1–3 yearsQBs earn the longest deals
WR / DE / OT / CB3–5 years2–4 years1–3 yearsPremium positions, long commitments
DT / LB / TE / IOL / S3–4 years2–3 years1–2 yearsMid-tier length
RB2–4 years2–3 years1 yearRBs capped short; legs wear quickly
K / P3–4 years (OVR 82+)1–3 years1–2 yearsKickers unique — longevity rewarded

4.3 Contract Extension

The GM can offer a contract extension to a player currently under contract at any time. The player’s demand is based on his adjusted market value at the time of extension. Extensions take effect immediately, replacing the remaining years on the current deal.

Salary offer within 10% of demand: auto-accepted

Salary offer 10–20% below demand: player evaluates based on loyalty/ambition traits

Salary offer 20%+ below demand: rejected outright

Loyalty HIGH trait: player accepts up to 15% below demand for his current team

Greed HIGH trait: tolerance narrows — must be within 5% of demand

4.4 Franchise Tag

The franchise tag keeps a free-agent player on the roster for one guaranteed year. The tag value is the higher of: the top-5 average annual salary at the player’s position, or 120% of his prior-year salary. Fully guaranteed — no release clause.

Position2026 Non-Exclusive TagTransition Tag
QB$43.9M$37.8M
WR$27.3M$23.9M
DT$27.1M$22.5M
LB / OLB / MLB$26.9M$21.9M
OT / OG / C$25.8M$23.4M
DE$24.4M$21.5M
CB$21.2M$18.1M
SS / FS$20.1M$16.0M
TE$15.0M$12.7M
RB$14.3M$11.3M
K / P$6.6M$6.0M

Franchise tag rules: A player can only be tagged a maximum of 3 consecutive years. Each repeat year increases the tag value by 20%.

4.5 Contract Restructure

A restructure converts base salary into signing bonus, reducing the current year’s cap hit but spreading the bonus proration into future years (creating future dead cap). Restructures are only available during the offseason.

Example: $20M base salary in Year 3 → convert $15M to signing bonus

Year 3 cap hit drops by $15M × (1 − 1/years_remaining)

Remaining years each gain +$15M/years_remaining in prorated bonus charge

Cannot restructure a player on the final year of his contract (nowhere to spread the bonus)

5. Staff & Personnel Contracts

Coaches, scouts, and physios each have their own salary structure. Staff salaries are driven by their OVR rating (a composite of all their relevant sub-attributes) and their role. Unlike player contracts, staff deals do not have signing bonuses or dead cap — they are year-by-year or multi-year base salary contracts that can be terminated without penalty.

5.1 Head Coach Salary Scale

HC OVR TierOVR RangeAnnual Salary RangeTypical Contract Length
Elite88–99$8.0M – $15.0M4–6 years
Great79–87$4.0M – $8.0M3–5 years
Solid68–78$2.0M – $4.0M2–4 years
Hot Seat60–67$1.0M – $2.0M1–2 years (on notice)

5.2 Coordinator Salary Scale (OC / DC)

Coord OVR TierOVR RangeAnnual Salary RangeNotes
Elite84–90$3.0M – $6.0MHC-candidate level; may demand promotion
Great76–83$1.5M – $3.0MSolid system coordinator
Solid65–75$0.5M – $1.5MMid-level; learnable schemes
Struggling56–64$0.2M – $0.5MBelow average; board may pressure HC to replace

5.3 Position Coach Scale

Coach OVR TierOVR RangeAnnual Salary Range
Strong75–99$0.3M – $1.5M
Average60–74$0.15M – $0.4M
Below Avg40–59$0.1M – $0.2M

5.4 Scout Salary Scale

Scout RoleOVR RangeAnnual Salary RangeNotes
Head Scout (HS)75–99$1.0M – $2.0MLeads scouting department; specialty matters
Head Scout (HS)60–74$0.4M – $1.0MAverage evaluator
Offensive Scout (OS)75–99$0.8M – $1.5MPosition group evaluator
Offensive Scout (OS)60–74$0.3M – $0.8M
Defensive Scout (DS)75–99$0.8M – $1.5M
Defensive Scout (DS)60–74$0.3M – $0.8M

5.5 Physio Salary Scale

Physio RoleOVR RangeAnnual Salary RangeImpact
Head Physio (HP)80–99$2.0M – $4.0MElite rehab + injury prevention
Head Physio (HP)65–79$1.0M – $2.0MSolid care — average outcomes
Head Physio (HP)40–64$0.3M – $0.8MBelow average; players heal slower
Asst. Physio (AP)70–99$0.8M – $1.8MSpecializes in one area (rehab or prevention)
Asst. Physio (AP)50–69$0.2M – $0.6M

5.6 OVR-to-Salary Formula (Staff)

Staff annual salary is calculated as a piecewise-linear interpolation from OVR to salary range for the given role, then randomized ±10% to add natural variation between teams:

staffSalary = lerp(floorSalary, peakSalary, (OVR − minOVR) / range) × random(0.90, 1.10)

This ensures a DC with OVR 84 always earns meaningfully more than a DC with OVR 67, while still having realistic variation between different teams’ contracts.

6. Owner & Board Financial Model

The team owner and board of directors control the financial environment the GM operates within. They set the season goal, allocate the staff budget, and evaluate the GM’s performance. Owner sentiment directly affects financial flexibility and job security.

6.1 Board Season Goals

GoalMinimum ExpectationGrade for AchievingGrade for Missing
ChampionsWin the Super BowlAD or below
Conference FinalsReach Conf. ChampionshipA–C
PlayoffsMake the PlayoffsB+C–
Win DivisionFinish 1st in DivisionBC
Rebuild YearShow player developmentB–D
Win > 50%8+ wins in 17-game seasonBC–

6.2 Job Security Levels

StatusDescriptionRisk Level
Dynasty BuilderOwner fully trusts GM; expanded budget, no pressureNone
High ConfidenceStrong performance; budget maintained or increasedLow
NormalMeeting expectations; standard board dynamicLow-Med
Low ConfidenceUnderperforming; owner is concernedMedium
No ConfidenceBoard is actively evaluating replacement optionsHIGH
FiredGM is dismissed; game over (or new team offer if earned)Critical

6.3 Staff Budget

The board allocates an annual staff budget — the maximum the team can spend on coaches, scouts, and physios combined. This budget is separate from the player salary cap.

Budget LevelAnnual Staff BudgetAccess
Championship mandate$30M – $45MElite coaches, top scouts, best physios
Competing$20M – $30MGood staff across the board
Rebuilding$12M – $20MMid-tier staff; some gaps acceptable
Cost-cutting mode$6M – $12MMinimal viable staff

The owner’s willingness to spend on staff is influenced by: team record, fan engagement, market size, and board goal level. A winning team in a large market will see budget increases; a losing team in a small market under cost-cutting owner sees budget cuts.

6.4 Owner Investment Events

Occasionally the owner will offer special investment events triggered by milestone achievements:

Super Bowl win: +$8M–15M to next-year staff budget

Back-to-back playoff berths: owner extends GM contract by 1 year

Record season win total: optional $10M–20M player cap boost (next year)

Consecutive losing seasons: board applies pressure; budget reduced by $5M

Poor fan engagement (<40%): owner considers reducing payroll

7. Negotiation Mechanics

Negotiation in BrannGM: Football ’26 is driven by the gap between what the GM offers and what the player demands. Demand is calculated fresh at the start of each negotiation window, accounting for all modifiers described in Section 2. Character traits then alter the acceptable gap.

7.1 Demand Calculation

At the start of every negotiation (extension, free agency, restructure):

Base demand salary = Adjusted Market Value (Section 2 formula)

Bonus demand = 30–55% of annual salary demand (higher for higher-OVR players)

Length demand = Talent Tier → Generational/Superstar: 4–5 yrs; Star: 3–5; Quality Starter: 2–4; Starter: 1–3; Backup: 1–2

Total demand = (demand salary + demand bonus) × demand years

7.2 Acceptance Thresholds

The base acceptance threshold for most players is that the GM’s salary offer must be within 10% of the demand salary. Character traits modify this threshold:

Offer vs DemandBase OutcomeLoyalty HIGH OutcomeGreed HIGH Outcome
Offer ≥ DemandAuto-acceptedAuto-acceptedAuto-accepted
Offer 0–10% below demandAuto-acceptedAuto-acceptedAuto-accepted
Offer 10–20% below demandRejected (borderline)Accepted (loyal discount)Rejected (hard line)
Offer 20–30% below demandRejectedEvaluates (50% chance)Hard rejected
Offer >30% below demandHard rejectedHard rejectedHard rejected

7.3 Free Agency Dynamics

In free agency (offseason), players without contracts are available to any team. The following modifiers apply specifically to free agency negotiations:

Loyalty LOW: player is willing to leave for 5% more from any team

Ambition HIGH: player will accept 10% less from a team in the top 8 in team OVR

Ego HIGH: player expects to be the highest-paid player at his position on any team — will reject if not

Injury active at time of free agency: demand naturally reduced (see Section 2.5)

7.4 In-Season Contract Notes

Extensions can be offered at any time during the season (but require roster spot and cap space)

Franchise tags can only be applied during the offseason window before free agency

Restructures are offseason-only (Weeks 1–17 of the game calendar are regular season)

Players on IR can still be extended but demand a slight premium (uncertainty about return)

8. Cap Management Strategies

8.1 Cap Space Projection (Multi-Year View)

The Team → CAP HIT tab shows per-year projections including: Salary (base pay), Bonus (prorated signing bonus), Dead (accelerated dead cap from prior releases), Carry (rollover from prior year), Space (remaining cap), and Picks (cap reserved for draft class). Planning 3+ years ahead is critical to avoid cap crunches.

8.2 Trade Block Strategy

Adding a player to the trade block signals availability to all 32 AI teams. The trade engine evaluates offers based on player value vs. draft pick compensation. Players with high dead cap should generally not be traded unless the team can absorb the dead cap hit.

Dead cap ≤ $5M: trade freely — minimal impact

Dead cap $5M–$15M: trade only if roster upgrade is significant

Dead cap > $15M: consider post-June 1 designation instead to split the hit

8.3 Offseason Cap Workflow (Recommended Order)

During the offseason, follow this order to maximize cap efficiency:

1. Evaluate dead cap exposure — cut high dead cap players using post-June 1 designations

2. Identify extension candidates before free agency opens (locks up key players at pre-FA prices)

3. Restructure veteran contracts to create immediate cap space for free agency signings

4. Sign free agents — fill positional needs with cap space created above

5. Project rookie cap holds for draft class (estimated by round)

6. Check minimum spend floor — ensure rolling 4-year average meets 89% of cap

8.4 The Dead Cap Trap

The most common cap mistake in BrannGM: Football ’26: aggressively restructuring multiple star players’ contracts to create short-term space, only to face $40M+ in dead cap over the following two seasons when those players age out or decline. Every restructure should be evaluated against the multi-year cap projection, not just the current season.

9. Quick Reference

9.1 Market Value Modifier Summary

FactorBest CaseWorst Case
Age (General)1.00× (age 25–27)0.48× (age 36+)
Trajectory1.15× (breakout)0.78× (sharp decline)
Greed−12% (LOW)+22% (HIGH)
Loyalty−15% (HIGH = discount)+8% (LOW = premium)
Ambition−6% (HIGH on contender)+0%
Ego−5% (LOW)+12% (HIGH)
Work Ethic−4% (ELITE)+8% (POOR)
Injury1.00× (clean)0.72× (chronic majors)

9.2 Staff Salary Quick Reference

RoleOVR 90+OVR 75–89OVR 60–74OVR < 60
Head Coach$10M–15M$4M–8M$2M–4M$1M–2M
OC / DC$4M–6M$1.5M–3M$0.5M–1.5M$0.2M–0.5M
Position Coach$0.8M–1.5M$0.3M–0.8M$0.15M–0.3M$0.1M–0.15M
Head Scout$1.5M–2M$1M–1.5M$0.4M–1M$0.2M–0.4M
Asst. Scout$1M–1.5M$0.6M–1M$0.3M–0.6M$0.15M–0.3M
Head Physio$3M–4M$2M–3M$1M–2M$0.3M–0.8M
Asst. Physio$1.5M–1.8M$0.8M–1.5M$0.3M–0.6M$0.1M–0.3M

All salary values are annual, in USD. Staff salaries fluctuate ±10% around these midpoints based on individual negotiation factors (experience, demand, prior team).

9.3 Salary Cap Milestones by Season

SeasonProjected Hard CapVet MinimumNotes
2026 (baseline)$301.2M$885KCBA media deal baseline
2027$322.3M$947K+7% growth
2028$344.8M$1.013M+7% growth
2029$368.9M$1.084M+7% growth
2030$394.8M$1.160M+7% growth
19
Chapter

The Trade System

Trade System Reference Manual

v2.0 · Season 2026

Overview

The Trade Center lets you negotiate player and pick deals with every CPU franchise in the league. The system uses a dynamic value engine to rate every player and pick, and AI teams will negotiate — not just accept or reject — when your offer is close to fair.

What’s new in v2.0: AI Counteroffers · My Trade Block · Player Trade Requests · Post-Trade BLITZ Headlines · Slot- and Year-Adjusted Pick Values · Talent Tier premiums on player values

Trade Center — Navigation

Open the Trade Center from the Front Office drawer. Three tabs organize your activity:

TabWhat You’ll Find
OffersIncoming CPU trade proposals. Also shows Player Trade Requests from your own roster.
My BlockPlayers you’ve listed as available. CPU teams bring targeted offers for these players.
LeagueA live log of every trade completed league-wide this season.

Three browse buttons at the bottom let you explore the market:

CPU BLOCK — players other teams are actively shopping

ALL PLAYERS — the entire league roster, filterable by position

ALL PICKS — every draft pick in circulation, sorted by year and round

Trade Value Engine

Every player and draft pick has a point value that drives AI decision-making. All values are displayed in the trade proposal builder next to each asset.

Player Value Formula

The base formula is exponential: Value = (OVR − 55)² × 5, then multiplied by three modifier stacks:

ModifierRangeNotes
Age×0.40 – ×1.10Under 26: ×1.10
Position×0.50 – ×1.40QB: ×1.40
Talent Tier×0.70 – ×1.30See Talent Tier table below

Talent Tier Modifier

TierLabelValue Multiplier
S+Generational×1.30
SSuperstar×1.18
AStar×1.08
BQuality Starter×1.00
CAvg Starter×0.92
DBackup×0.82
FCamp Body×0.70
TIPTwo players at the same OVR can have very different trade values if their talent tiers differ — the tier multiplier alone creates an 86% spread between Generational and Camp Body. Always check the pts number in the proposal builder.

Pick Value Formula

Draft pick values start from a round base, then apply two adjustments:

Base Values by Round

RoundBase Value
Round 13,000 pts (±slot bonus for known slot)
Round 21,500 pts
Round 3900 pts
Round 4500 pts
Round 5300 pts
Round 6150 pts
Round 7 / Later75 pts

Slot Bonus (Round 1 only)

When a pick’s slot is known (assigned on Draft Day), the R1 base is adjusted:

Slot RangeAdjustment
Picks 1–5+2,000 pts
Picks 6–10+1,000 pts
Picks 11–16+200 pts
Picks 17–24−200 pts
Picks 25–32−800 pts

Year Discount

Future picks are discounted ~12% per year. The formula is: Value × 0.88^(years out) — visible in the All Picks browser.

Pick YearApprox. Retained Value
Current year100%
1 year out~88%
2 years out~77%
3 years out~68%

Proposing a Trade

Tap any player or pick to open the Propose Trade screen, or use the browse buttons at the bottom. You can also pre-seed a deal from a player’s detail card.

StepAction
1Select a trade partner (pre-filled when you tap a player directly).
2Add assets to You Give (your roster) and You Get (their roster + picks).
3Watch the value bar — it shows your offer ratio and a FAIR / SLIGHT DEFICIT / UNDERPAYING label.
4Hit Submit Offer. The AI accepts, counters, or rejects.

Value Bar

The bar at the top of the proposal builder gives live feedback:

GREEN / FAIR DEAL — within the AI’s acceptance margin; good to go

ORANGE / SLIGHT DEFICIT — slightly short; add value to avoid a counteroffer

RED / UNDERPAYING — well below fair; expect rejection or a counter

NOTEAcceptance threshold varies by difficulty. Easy: up to 25% gap OK. Normal: 15%. Hard: 5%. On Hard every deal needs to be near-equal.

AI Counteroffers

When your offer falls in the 60–90% fair value zone, the AI proposes a modified deal instead of rejecting. A counteroffer card appears below the Submit button showing exactly what the CPU wants instead.

How the AI Builds a Counter

The engine tries two strategies in order:

Add a draft pick — find the pick from their stash whose value best closes the gap

Swap the main player — propose a slightly more valuable player from their roster as an alternative

The counteroffer card shows:

They Offer (green) — the adjusted package they’re willing to send

They Want — what you’d give (unchanged from your original offer)

Accept Counter or Decline buttons

TIPHit Decline, adjust your assets, and submit again to keep negotiating. There’s no penalty for multiple rounds — the AI will keep issuing counteroffers as long as you stay in the 60–90% zone.

Incoming Offers (Offers Tab)

CPU teams periodically send you offers for your players. Each offer card displays:

Partner team (tap to preview their roster)

You get / You give summaries with point values

A FAIR / SLIGHT HOLD / LOW BALL interest badge

Interest Badge

BadgeWhat It Means
● FAIRClose to full value. A deal worth accepting.
● SLIGHT HOLD70–90% of your player’s value. Slightly low; negotiate up.
● LOW BALLBelow 70% of value. You have strong leverage to counter or reject.

For each offer you can Accept (executes immediately), Counter (opens the builder pre-loaded), or Reject.

My Trade Block

The My Block tab signals to the rest of the league which of your players are available. CPU teams proactively bring targeted offers whenever you open the Trade Center.

How to Use It

Tap Add Player to Block → check players you’re open to trading

Tap the red minus button next to a listed player to remove them

Players who are traded are automatically removed from the block

TIPPut players on your block during the first few weeks of the season — AI teams need time to generate offers before the Week 11 trade deadline.

CPU Block vs. My Block

CPU BlockMy Block
What it isPlayers other teams are shoppingPlayers you’re willing to trade
How to browseCPU BLOCK button at the bottomMy Block tab in Trade Center
AI behaviorYou make targeted offers to CPU teamsCPU teams send you targeted offers

Player Trade Requests

High-ego players who are unhappy may formally request a trade. A red alert banner appears at the top of the Offers tab.

What Triggers a Request

The engine checks your roster weekly during Weeks 3–14. A player is eligible if all three conditions are true:

Ego trait is HIGH

Age is under 30

OVR is 72 or above

Low locker-room chemistry (below 65) accelerates requests — all eligible players have an increased chance of demanding a trade.

Managing Requests

Each request card shows position, OVR, ego rating, and the week filed. You can:

Trade them — any accepted trade including that player clears the request automatically

Dismiss — removes the notification; the player’s unhappiness persists but won’t re-trigger immediately

NOTETrade requests are also posted as BLITZ headlines. Rival GMs may try to leverage your situation with lower offers — consider countering aggressively.

Post-Trade BLITZ Reactions

Every completed trade — your deals or CPU-to-CPU swaps — generates an automatic BLITZ headline and a news item in your season feed under the Trade category.

What Gets Generated

A headline naming the teams and the most notable player

A detail line summarizing what each side received

Visible in the BLITZ Headlines tab filtered to Trade news

Note
“Dallas and Chicago complete blockbuster — WR Marcus Finley on the move”
Note
Dallas receives: CB Devon Hooks, ’27 Rnd 1. Chicago receives: WR Marcus Finley.
TIPCheck BLITZ Headlines after simulating several weeks — a flurry of CPU trades can reshape the conference and surface players worth targeting.

Trade Deadline & Offseason Rules

PeriodTrades?Notes
PreseasonYesFull market open
Regular Season Wks 1–11YesFull market open
Regular Season Wks 12–18NoDeadline passed — Trade Center shows lockout message
PlayoffsNoNo trades during the postseason
Offseason / Free AgencyYesMarket reopens after Super Bowl
NOTEPending CPU offers expire at the deadline. Accept or reject everything before Week 12 or they disappear automatically.

Strategy Tips

Picks: Value Decays Fast

Future picks lose ~12% per year — a current-year first is worth ~2× a 3-year-out first in the engine’s math

Slot matters post-Draft Day: a top-5 pick is worth 5,000 pts vs. 2,000 for a late-first

Never trade a current first-round pick for multiple late-round futures — the math rarely works out

Exploiting Counteroffers

If the CPU counters with a pick add-on, the pick may be worth more than the gap — accept quickly

Declining and re-submitting with a slight improvement can prompt a second, more generous counter

The 60–90% fairness window is your negotiating room — learn what it feels like on the value bar

Trade Block Timing

List players on your block by Week 2–3 — the AI generates targeted offers on every Trade Center visit

Listing a star (OVR 85+) draws offers from multiple teams, giving you leverage

A high-ego player requesting a trade is your strongest negotiating asset if rivals know you need to move him

Chemistry Management

Locker room chemistry below 65 accelerates trade requests — act early before a spiral starts

Trading away scheme-mismatched players raises chemistry passively over the following weeks

Check the Locker Room card in the Front Office Overview before any major deal

Quick Reference Glossary

TermDefinition
Trade Value (pts)Score used to compare assets. Shown next to every player and pick in the proposal builder.
Fair DealOffer ratio ≥ 92% of fair market value. CPU will accept.
Counteroffer Zone60–90% of fair value — CPU proposes a modified deal instead of flat rejection.
Hard RejectBelow 60% of fair value. No negotiation offered.
Acceptance MarginEasy: 25% gap OK
Talent TierHidden tier (S+ to F) multiplying a player’s base value by ×0.70–×1.30.
Slot BonusApplied to Round 1 picks with a known draft slot. Top-5 picks: +2,000 pts over the 3,000 base.
Year Discount~12% per future year. A pick 3 years out is worth ~68% of face value.
Trade RequestFiled by a high-ego player (age <30, OVR ≥72) on an unhappy team. Visible in Offers tab.
My BlockYour own trade block. CPU teams send targeted offers for players listed here.
CPU BlockOther teams’ listed players. Browse via the CPU BLOCK button.
BLITZ Trade HeadlineAuto-generated news item posted to the BLITZ feed after every completed trade.
Trade DeadlineEnd of Week 11. No trades from Week 12 through the end of the playoffs.

BrannGM: Football ’26 · Trade System Manual · v2.0 · Season 2026

20
Chapter

Trade Values & CPU Offer Logic

Player values, draft pick values, fairness labels, and CPU trade logic

1. Player Trade Value Formula

Every player has a trade value in points, calculated as:

Trade Value = (OVR – 55)^2 x 5 x Age Factor x Position Factor x Talent Tier x Trajectory

The five multipliers are applied in sequence. Points are capped at a minimum of 50.

1a. OVR Curve (before multipliers)

The squared formula creates exponential value growth – an OVR 90 player is worth 4x an OVR 70, not just 28% more. This mirrors how elite NFL players command enormous trade returns.

OVRPts (base)Diff to nextNotes
60125 pts+375Low starter/backup
65500 pts+625Fringe starter
701,125 pts+875Reliable starter
752,000 pts+1,125Solid starter
803,125 pts+1,375Above-average starter
854,500 pts+1,625Star player
906,125 pts+1,875Pro Bowl level
958,000 pts—Elite franchise cornerstone

1b. Age Factor

Age is one of the two biggest levers in trade value. A 23-year-old OVR 79 player (age factor 1.10) is worth ~37% more than a 33-year-old at the same OVR (age factor 0.65).

Age RangeMultiplierLabelRationale
Under 261.10 (+10%)PREMIUMRising players command more; highest upside window
26 – 281.00 (base)NEUTRALPrime years – full value with no adjustment
29 – 310.85 (-15%)DISCOUNTPost-prime; value starts dropping meaningfully
32 – 340.65 (-35%)DISCOUNTLate career – significant depreciation
35+0.40 (-60%)HEAVY DISCVeteran: 1-2 productive years at best

1c. Position Factor

Position scarcity and on-field impact drive the position multiplier. A 79 OVR RB will always trade for less than a 79 OVR WR – exactly as in the real NFL.

Position(s)MultiplierRationale
QB1.40 (+40%)Franchise-defining position; rarest elite talent pool
DE, OT, WR, CB1.12 (+12%)Premium two-way positions; strong market demand
LB, OLB, MLB, DT, SS, FS, TE1.00 (base)Solid but replaceable; standard value
RB, OG, C0.90 (-10%)Important starters but NFL-wide positional devaluation
K, P0.50 (-50%)Specialists; rarely involved in real trades

1d. Talent Tier

Talent tier captures ceiling potential beyond current OVR. A Superstar-tier player at OVR 79 is worth more than a Camp Body at OVR 81 – because the Superstar still has room to grow.

TierMultiplierTrade Impact
Generational2.00 (+100%)Near-untradeable; only a historic package moves them
Superstar1.35 (+35%)Franchise pillar; requires multiple high-end assets
Star1.08 (+8%)Reliable starter with upside ceiling
Quality Starter1.00 (base)Starter-level; baseline calculation
Avg Starter0.92 (-8%)Role player / depth piece
Backup0.82 (-18%)Rotational contributor
Camp Body0.70 (-30%)Fringe roster player; low trade interest

1e. Development Trajectory <– KEY FACTOR

Trajectory is the most commonly overlooked factor when evaluating trades. A young player with three green arrows (Strong Growth) is not the same trade asset as a veteran at the same OVR – even at the same age. The trajectory multiplier quantifies this difference.

TrajectoryFactorAdj.What It Means in a Trade
Elite Growth [^^^]1.30+30%Player is on track to jump 3+ OVR. Commanding premium for future value.
Strong Growth [^^]1.20+20%Clear upward arc; likely +2 OVR next season.
Developing [^]1.10+10%Modest improvement trend; modest upside premium.
Stable [-]1.00NoneAt peak or steady hold. Baseline – no adjustment.
Fading [v]0.88-12%Starting to slip. Teams know it and discount accordingly.
Declining [vv]0.75-25%Significant drop expected. Hard to move except for depth.

Example from game: Adrian Bryant (RB, Age 23, OVR 79, Strong Growth) vs Perry James (WR, Age 28, OVR 77, Stable).

PlayerCalculationBefore TrajWith TrajRole
Adrian Bryant RB/23/StrongGrowthOVR79 x 1.10(age) x 0.90(RB) x 1.00(tier) x 1.20(traj)2,851 pts3,421 ptsYOU GIVE
Perry James WR/28/StableOVR77 x 1.00(age) x 1.12(WR) x 1.00(tier) x 1.00(traj)2,710 pts2,710 ptsYOU GET
ResultBefore fix: 2,710/2,851 = 95% -> FAIR (wrong)FAIR (wrong)79% -> SLIGHT HOLDFIXED

Before the trajectory fix, the game showed 2,851 vs 2,710 (ratio 95%) -> “FAIR”. With trajectory factored in, it shows 3,421 vs 2,710 (ratio 79%) -> “SLIGHT HOLD”. The CPU trade is now correctly flagged as a bad deal for you.

2. Fairness Labels

TradeView shows one of three labels based on the ratio of what you get vs what you give. These are calculated AFTER all five multipliers are applied.

RatioLabelMeaning
90% or aboveFAIR (green)Reasonable deal – balanced value on both sides. Safe to accept.
70% to 89%SLIGHT HOLD (amber)You’re giving more than you’re getting. Review carefully.
Below 70%LOW BALL (red)Significant value gap – the CPU is trying to fleece you.

The label is display-only and does not affect the CPU’s acceptance decision. A ‘FAIR’ offer can still be rejected if you’re proposing a trade, because the CPU’s acceptance uses a separate difficulty-adjusted threshold.

3. CPU Trade Acceptance – Proposed Trades

When YOU propose a trade, the CPU evaluates whether the ratio of value you’re offering meets a difficulty-based threshold. If yes, accepted. If close (60-90% of threshold), it may counteroffer.

DifficultyMarginMin Ratio RequiredEffect
Easy0.25 (25%)75% or higherCPU accepts most offers; great for learning trades
Normal0.15 (15%)85% or higherBalanced – requires a genuinely fair deal
Hard0.05 (5%)95% or higherCPU is tight; you must offer near-full value

GM Trait modifiers:

Architect GM: +5% to margin – CPU accepts deals 5% closer to the edge

Scouting Ace GM: -3% to margin – CPU is slightly tougher

Player Developer GM: young players you request (age 24 or under) count as 15% more valuable in the ratio

4. Counteroffer Logic

If your proposed trade fails acceptance but reaches 60% of the threshold, the CPU may counter rather than reject outright.

Strategy 1 – Add a pick: The CPU keeps the original offer structure but adds one of your existing draft picks (the one whose value best closes the gap) to what you owe.

Strategy 2 – Substitute their player: If adding a pick does not work, the CPU swaps the player they were sending for a different player from their roster whose value is closer to what you originally offered.

If neither strategy works (no picks available, no suitable substitute), the CPU hard-rejects. The rejection message shows: ‘They need ~X more in value.’

5. CPU-Generated Offers – Incoming Trade Proposals

The CPU periodically generates incoming offers targeting your players. Here is how they work:

Targets: CPU picks up to 10 of your players rated OVR 68+ and considers 2-4 of them for offers each refresh.

Package assembly: The CPU finds the single player from its roster whose trade value is closest to your player’s value, then checks if that player alone reaches at least 90% of target value. If not, it adds a draft pick that best closes the remaining gap.

Architect GM bonus: If your GM trait is Architect, the CPU values your players 10% higher – meaning CPU offers 10% more in return.

Trade block priority: If you place a player on your trade block, CPU teams specifically notice and bring targeted offers for those listed players.

Important: CPU-generated offers are assembled as roughly fair deals. They are not designed to exploit you – they reflect the CPU’s honest assessment. If an incoming offer now shows SLIGHT HOLD or LOW BALL, that is because the trajectory fix correctly identifies the CPU is requesting a rising player and offering a peaked or declining one.

6. Draft Pick Values (Summary)

See FD_Draft_Pick_Value_Chart.docx for the full reference. Summary for quick comparison when mixing players and picks in one deal:

AssetCurrent Yr+1 Yr+2 YrsPlayer Equivalent
R1 Pick #1-5 (Elite)5,0004,4003,870~OVR 90 WR, age 27, Stable
R1 Pick #6-104,0003,5203,097~OVR 85 WR, age 25, Stable
R1 Pick #11-163,2002,8162,478~OVR 80 DE, age 26, Stable
R1 Pick #17-242,8002,4642,168~OVR 79 RB, age 23, StrongGrowth
R1 Pick #25-322,2001,9361,704~OVR 77 WR, age 28, Stable
Round 21,5001,3201,162~OVR 72 starter, any position
Round 3900792697Depth piece / project
Rounds 4-7500 down to 75——Trade filler; small-gap closers

Year discount: 12% per year out (x 0.88 per additional season). A pick 3 years out is worth ~68% of its current-year value.

7. Quick Reference – What to Watch for in Trades

Young players with green arrows are almost always worth more than their OVR suggests. Always check trajectory before accepting.

A 23-year-old at OVR 79 with Strong Growth is worth ~3,400 pts. A 30-year-old at OVR 82 with Stable trajectory is worth ~3,400 pts too. Same points – but the 23-year-old will likely be OVR 82+ next season.

RBs are penalised by position (0.90x). Never trade an elite young RB for a same-OVR player at a premium position unless the age and trajectory significantly favour the RB side.

CPU offers are assembled as roughly fair deals. If an incoming offer shows SLIGHT HOLD or LOW BALL, the CPU is requesting a more valuable asset than it is returning – hit Counter, not Accept.

Draft picks 2+ years out carry a heavy discount. A mid-first two years away (~2,800 pts) is worth less than an OVR 76 starter at a premium position with stable trajectory. Don’t over-value future picks in rebuilds.

BrannGM: Football ’26 – Internal Design Reference

21
Chapter

The College Draft System

Overview

BRANNGM: FOOTBALL ’26 — COLLEGE & DRAFT SYSTEM REFERENCE

Complete guide to college talent generation, stat scaling, combine, draft grades, and team interest factors

WHAT THIS DOCUMENT COVERS

College Talent TiersDefines the 7 prospect tiers (S+ through F), peakOVR bands, rarity, and what each tier means at the pro level
Pro Translation ProbabilitiesHit/Bust/Bust-with-compensation rates by tier. A top-1 pick is not guaranteed; translation is probabilistic
Expected College StatsStat benchmarks per position, per tier, per year-in-school. Freshmen score lower; seniors peak
Combine BenchmarksElite/Good/Average/Poor cutoffs for 40-yard dash, 3-cone, shuttle, bench, vertical, and broad jump by position
Team Interest FactorsHow Wants-to-Win, Near Hometown, Fan Base, Starting Role, and Coaching Staff affect prospect’s desire to sign
Draft Grade SystemCollege grade (top-100 class rank) and Pro Projected Grade — how they map to draft round projections

SYSTEM PHILOSOPHY

• Generational talents (S+) are already elite ATHLETES at age 18-20. Their physical attributes (Speed, Burst, Jumping) reflect their PEAK potential, not just current development.

• Technical attributes (Route Running, Catching, Coverage) reflect current development stage. A sophomore S+ WR is already a 92+ athlete but might be a 72 in route running.

• College stats scale to peakOVR, not currentOVR. This means a 5-star freshman WR posts 55-75 receptions — not 12.

• Pro translation is NOT guaranteed. An S+ player is a generational talent with 80%+ hit rate, but Ryan Leaf-type busts happen at every tier.

• Combine rankings are relative to position group only — a WR’s 40-time is ranked only against other WRs in the class.

• Team Interest is multi-factor. A player who Wants to Win 99 but is offered by a 3-win team needs other factors (Starting Role, Coaching, Hometown) to compensate.

College Talent Tiers

COLLEGE PROSPECT TALENT TIERS

TierStarspeakOVR BandApprox. % of ClassPro CeilingCollege Dominant?Physical Attr FloorDraft RangeReal-World ExampleNotes
S+⭐⭐⭐⭐⭐95–99~1%Generational All-Pro / HOFDominates — elite athlete NOWSpeed/Burst/Jumping: 89+Top 3–5 pickPeyton Manning, Randy Moss, Reggie BushOnce-in-a-generation. 80%+ hit rate
S⭐⭐⭐⭐⭐90–94~3%Pro Bowl / All-ProVery good — elite in key areasSpeed/Burst/Jumping: 84+Top 15 pickDrew Brees, Calvin Johnson, Patrick WillisStrong hit rate ~70%. Generational ceiling
A⭐⭐⭐⭐86–89~7%Above-avg. starter / Pro BowlGood — top of depth chartSpeed/Burst/Jumping: 79+Rd 1–2Joe Flacco, Marshawn Lynch, Kyle Vanden BoschSolid starter most careers. ~55% hit
B⭐⭐⭐78–85~18%Average pro starterStarter / situationalSpeed/Burst/Jumping: 73+Rd 2–4Generic starter typeGood player. ~40% reach starter ceiling
C⭐⭐70–77~28%Backup / Spot starterBackup or fringe starterSpeed/Burst/Jumping: 67+Rd 4–6Depth pieceServiceable. ~25% hit as real contributor
D⭐60–69~28%Practice squad / Out of the leagueRarely startsSpeed/Burst/Jumping: 60+Rd 6–7 / UDFADepth onlyLikely out in 1–3 years
F⭐<60~15%Out of the league within 2 yearsDoes not startSpeed/Burst: whateverUDFA onlyRoster fillerCannon fodder. Occasionally surprises

★ Physical Attr Floor = the MINIMUM value for Speed, Burst, and Jumping a prospect at that tier will show in the Skills tab (natural athletic gifts, already present in college)

Pro Translation Probabilities

PRO TRANSLATION PROBABILITIES BY TIER

What % of prospects at each tier reach their potential ceiling in the NFL? (Based on historical draft hit rates)

TierHit RateSolid StarterRole PlayerBust RateRyan Leaf RiskNotesExample BustsExample Hits
S+80%––8%High — franchise-level expectation creates max pressureRoughly 1-in-12 busts. Ryan Leaf, JaMarcus Russell, Tony MandarichPeyton Manning, Randy Moss, Lawrence Taylor
S68%18%–14%Moderate — 2nd overall pick pressures still significantRoughly 1-in-7 busts. Ryan Tannehill, Darren McFaddenDrew Brees, Calvin Johnson
A52%30%–18%Lower — 1st round but not top-5, expectations manageableCommon: 1-in-5 miss their ceilingMarshawn Lynch, Richard Sherman (5th round)
B38%36%–26%Low — 2nd-3rd round expectations, often ‘solid backup’Most become backups or UDFA laterGeneric 2nd-round starter
C22%30%28%20%Very low — hit as a starter is a pleasant surpriseMost out within 2-4 yearsOccasional 4th-round find
D8%18%30%44%Minimal — most are UDFA fodderVast majority released within 1-2 yearsSpecial teams ace at best
F2%5%20%73%Essentially nilReleased before regular season in most casesN/A

★ ‘Hit Rate’ = reaches ceiling (All-Pro/HOF for S+, Pro Bowl for S, solid starter for A/B). Outcome is randomized at career resolution stage.

Expected College Stats

EXPECTED COLLEGE STATS BY POSITION / TIER / YEAR

Stats generated using peakOVR as the ceiling base. Freshman floor = 55% of senior peak. Progression scale: FR=0.55 → SO=0.70 → JR=0.85 → SR=1.00

WIDE RECEIVER — RECEPTIONS / YARDS / TDs

TierpeakOVRFR RecFR YdsFR TDSO RecSO YdsSO TDJR RecJR Yds
S+95–9966–841,188–1,51212–1684–1061,512–1,90816–20102–1281,836–2,304
S90–9462–801,134–1,44012–1580–1011,440–1,81815–1997–1221,746–2,196
A86–8959–771,092–1,38611–1477–971,386–1,74614–1893–1171,674–2,106
B78–8554–72972–1,26010–1370–891,260–1,60213–1785–1071,530–1,926
C70–7748–65868–1,1349–1262–801,134–1,44011–1576–961,368–1,728
D60–6942–57756–9907–1054–69972–1,24210–1365–821,170–1,476

QUARTERBACK — PASS YARDS / TDs / QBR

TierpeakOVRFR Pass YdsFR TDFR QBRSO Pass YdsSO TDSO QBRJR Pass YdsJR TD
S+95–992,310–2,72217–21109–1182,940–3,46522–27116–1253,570–4,20826–32
S90–942,186–2,57616–20104–1132,782–3,27921–25110–1193,378–3,97824–30
A86–892,094–2,46815–19100–1082,664–3,14019–24105–1143,234–3,81223–29
B78–851,898–2,23814–1790–992,418–2,84917–2295–1042,930–3,46021–26
C70–771,704–2,01012–1681–902,178–2,57415–2085–942,628–3,10219–23

RUNNING BACK — RUSH YARDS / TDs

TierpeakOVRFR YdsFR TD–SO YdsSO TD–JR YdsJR TD
S+95–991,114–1,39015–20—1,426–1,77819–26—1,732–2,16023–31
S90–941,053–1,31414–19—1,350–1,68818–24—1,638–2,04622–29
A86–891,008–1,25813–18—1,296–1,61817–23—1,572–1,96021–28
B78–85914–1,14212–16—1,170–1,46216–21—1,422–1,77419–25
C70–77822–1,02610–14—1,050–1,31414–18—1,278–1,59617–22

Combine Benchmarks

COMBINE BENCHMARKS & POSITION RANKINGS

Rankings shown as ‘#X of N’ within the same position group. Elite = top 10%, Good = top 25%, Average = middle 50%, Poor = bottom 25%.

40-YARD DASH BENCHMARKS (seconds — lower is better)

Position GroupElite (top 10%)Good (top 25%)AveragePoor (bottom 25%)Game WeightNotesReal Elite (NFL Combine)System-Generated Range
QB< 4.554.55–4.684.68–4.85> 4.85★★Mobility is a bonus for QBsLamar Jackson 4.344.38–5.10
RB / WR / CB< 4.384.38–4.504.50–4.62> 4.62★★★★★Speed is premium for skill positionsTyreek Hill 4.294.32–4.72
TE< 4.554.55–4.654.65–4.80> 4.80★★★Elite TE athleticism benchmarkVernon Davis 4.384.40–4.95
LB / DE< 4.554.55–4.684.68–4.82> 4.82★★★★Pass rush / coverage abilityMyles Garrett 4.644.45–4.95
DT< 4.804.80–4.954.95–5.10> 5.10★★★Interior quickness vs. raw speedNdamukong Suh 5.004.75–5.30
OT / OG / C< 5.005.00–5.155.15–5.30> 5.30★★Footwork matters more than top speedOrlando Brown 5.644.90–5.60
FS / SS< 4.454.45–4.554.55–4.68> 4.68★★★★Range and closing speedTyrann Mathieu 4.504.38–4.82

OTHER COMBINE METRICS

MetricEliteGoodAveragePoorDirectionNotesAll-Position RecordSystem Range
3-Cone Drill< 6.65s6.65–6.90s6.90–7.10s> 7.10sLower = betterAgility / change of direction6.28s (various)6.40–7.80s
Shuttle Run< 4.05s4.05–4.20s4.20–4.35s> 4.35sLower = betterShort area quickness3.73s (various)3.85–4.70s
Bench Press> 3025–3018–24< 18Higher = betterReps of 225 lbs49 reps (Justin E.)5–35 reps
Vert Jump> 38″34–38″28–34″< 28″Higher = betterLower body explosion46″26–44″
Broad Jump> 126″118–126″108–118″< 108″Higher = betterTotal power output147″100–135″

Team Interest Factors

TEAM INTEREST FACTORS — HOW EACH AFFECTS PROSPECT DESIRE

Each factor is scored 0–99 for the PROSPECT (how much they care about that factor). Team fit = how well your team scores on each factor the player cares about.

FactorProspect RangeWhat It Measures (Prospect Side)Your Team Scores Higher When…Strategy to Win High-Value PlayersWeight in Interest FormulaTypical Score (Gen. Talent)Notes
Wants to Win20–99How much the player prioritizes winning a championship over money/comfort. High = will take less $ to join a winner.Your team has a winning record (>10 wins), recent playoff appearances, or existing superstars. Low-win teams score low here.Build a strong roster BEFORE pursuing high Wants-to-Win prospects. Star players attract more stars.25%65–99 (generational talents want to win)Most important factor for elite prospects. Peyton Manning famously chose winning situations late career.
Near Hometown15–95How much the player wants to play near where they grew up / went to college.Your franchise city is within ~300 miles of the player’s college or hometown.Research prospect’s college location. Target regional prospects; offer them hometown narrative.15%30–70 (varies widely; some don’t care)Low-scoring prospects will go wherever the best offer is. High-scoring prospects take less to stay home.
Fan Base20–95How much the player values playing in a major-market, high-fanbase city.Your team plays in a large city (NY, LA, Chicago, Dallas) or has national brand recognition.Lean into your market size if you’re in a major city. Small-market teams must compensate with other factors.15%40–80Some players actively want the spotlight; others prefer low-key markets. Generational talents often want the biggest stage.
Starting Role30–99How much the player values being a week-1 starter vs. depth piece or project.Your depth chart has a clear opening at the player’s position — low-rated starter or no starter.Show the player an open path. Don’t draft a WR to sit behind a 95 OVR All-Pro WR1.25%70–99 (generational prospects expect to start immediately)The single most important factor for most prospects. Even a Wants-to-Win 99 player won’t sign if he can’t start.
Coaching Staff20–95How much the player values working with an elite, positionally respected coaching staff.Your HC, OC, or DC have high ratings (85+) at the relevant position. Strong HC OVR matters most.Invest in elite position coaches and a strong HC. A 90+ HC is a major recruiting tool.20%60–90Prospects with high IQ (football IQ stat) weight this factor more than raw athletes who rely on talent alone.

INTEREST FORMULA: totalInterest = (0.25×WantsWin×TeamWinScore) + (0.15×NearHome×HomeScore) + (0.15×FanBase×MarketScore) + (0.25×WantsStart×StartingPath) + (0.20×Coaching×CoachOVR)

★ All prospect-side scores are hidden from the player. The INTERVIEW action in ProspectDetailView reveals character data. Team Interest score (0–100) reflects the combined match.

Draft Grade System

DRAFT GRADE SYSTEM — COLLEGE GRADE & PRO PROJECTED GRADE

COLLEGE DRAFT GRADE (Top 100 prospects only — composite score rank)

Class RankCollege GradeBadge ColorWhat It MeansTypical peakOVRProjected Draft RoundNotes
#199Dark GreenBest player in the class — generational talent if S+ tier95+Pick 1Reserved for 1 player per class
#298Dark GreenConsensus top-2 pick92–99Pick 2–3
#397Dark GreenTop-3 prospect90–98Pick 3–5
#4–695GreenTop-6 lock88–96Pick 4–10
#7–1092GreenTop-10 prospect86–94Pick 7–15
#11–2088GoldLate lottery / early teens84–92Pick 12–25
#21–3585GoldLate first round82–90Pick 20–32
#36–5082Orange-RedDay 2 lock — 2nd round80–87Rd 2
#51–7578Orange-Red2nd/3rd round78–85Rd 2–3
#76–10073GrayDay 3 — 3rd/4th round75–82Rd 3–4
>100NoneNoneUngraded — not in top 100<75Rd 4–7 / UDFAStill on the board — no badge shown

PRO PROJECTED GRADE (ALL prospects — maps to peakOVR)

peakOVR RangePro Proj Grade RangeLabelMeaningVisible InReliabilityNotes
95+92–99ELITEGenerational / franchise cornerstoneProspectDetailView → INTERVIEW → DRAFT GRADES → PRO POTENTIALScout estimate ±4 from actual peak
90–9487–94PRO BOWLExpected Pro Bowl / All-Pro ceilingSame±4 noise
85–8982–89STARTERSolid starter / occasional Pro BowlSame±4
80–8477–84SOLIDAverage pro starterSame±4
75–7972–79FRINGEBackup or spot starterSame±4
70–7467–74DEPTHDepth piece / special teamsSame±4
<70<70DEVELOPMENTALPractice squad; long development road neededSame±4

BLITZ NFL COMPARISON ACCURACY (by tier)

TierBLITZ Shows Comparison?Accuracy RateOne Tier Low RateOne Tier High RateExample CompNotes
S+Yes — always70% correct30% one tier low (shown as S)0%‘Sources comparing [Name] to Randy Moss…’BLITZ occasionally undersells to create drama
SYes20% one tier high60% correct20% one tier low‘Comp to Pro Bowl WR…’High variance; scouts sometimes oversell S as S+
AYes75% correct25% one tier low0%‘Reminds scouts of solid starter…’Reliable at this tier
BNoN/AN/AN/ANo BLITZ compOnly S+/S/A get NFL comps
CNoN/AN/AN/AN/A
22
Chapter

Draft Pick Values

Design Reference & Trade Calculator Guide

1. Overview

BrannGM: Football ’26 uses a point-based trade calculator to help GMs assess fairness when exchanging draft picks and players. Every draft pick has a point value that accounts for two factors:

Round position — higher rounds are worth more. Within Round 1, the projected pick slot (based on current standings) makes top picks significantly more valuable than bottom-of-the-first picks.

Year discount — future picks are inherently uncertain and therefore discounted at approximately 12% per year out from the current season. A pick three years away carries roughly 68% of the value of the same pick today.

The system is intentionally asymmetric in Round 1 so that blockbuster trades (e.g., moving up from #20 to #3) require substantial compensation, mirroring the real NFL’s Jimmy Johnson-style value charts.

2. Round 1 Pick Values

Round 1 picks are divided into five tiers based on projected draft slot. All use the same 3,000-point base, with a slot bonus (positive or negative) added on top.

Pick RangeTierBaseSlot BonusCurrent YrPct of #1
1 – 5Elite3,000+2,0005,000 pts100%
6 – 10Premium3,000+1,0004,000 pts80%
11 – 16Mid-First3,000+2003,200 pts64%
17 – 24Late-First3,000-2002,800 pts56%
25 – 32Comp Zone3,000-8002,200 pts44%

Note: The slot bonus uses the projected slot, derived from each team’s current win-loss standing at the time of the trade. The actual pick value updates once pick numbers are formally assigned on draft day.

3. Full Round 1 Table — All 32 Slots

Values shown for a pick used in the current season (no discount) and for the same pick 1, 2, or 3 years out.

#TierCurrent Yr+1 Yr+ 2 Yrs+3 Yrs
1Elite5,0004,4003,8723,407
2Elite5,0004,4003,8723,407
3Elite5,0004,4003,8723,407
4Elite5,0004,4003,8723,407
5Elite5,0004,4003,8723,407
6Premium4,0003,5203,0982,726
7Premium4,0003,5203,0982,726
8Premium4,0003,5203,0982,726
9Premium4,0003,5203,0982,726
10Premium4,0003,5203,0982,726
11Mid-1st3,2002,8162,4782,181
12Mid-1st3,2002,8162,4782,181
13Mid-1st3,2002,8162,4782,181
14Mid-1st3,2002,8162,4782,181
15Mid-1st3,2002,8162,4782,181
16Mid-1st3,2002,8162,4782,181
17Late-1st2,8002,4642,1681,908
18Late-1st2,8002,4642,1681,908
19Late-1st2,8002,4642,1681,908
20Late-1st2,8002,4642,1681,908
21Late-1st2,8002,4642,1681,908
22Late-1st2,8002,4642,1681,908
23Late-1st2,8002,4642,1681,908
24Late-1st2,8002,4642,1681,908
25Comp Zone2,2001,9361,7041,499
26Comp Zone2,2001,9361,7041,499
27Comp Zone2,2001,9361,7041,499
28Comp Zone2,2001,9361,7041,499
29Comp Zone2,2001,9361,7041,499
30Comp Zone2,2001,9361,7041,499
31Comp Zone2,2001,9361,7041,499
32Comp Zone2,2001,9361,7041,499

4. Rounds 2 – 7 Base Values

Rounds 2–7 use a single base value regardless of slot within the round (slot data is not tracked for later rounds). Future-year discounting still applies.

RoundCurrent Yr+1 Yr+2 Yrs+3 Yrsvs R1 Pick #1
Round 21,5001,3201,1621,02230%
Round 390079269761318%
Round 450044038734110%
Round 53002642322046%
Round 61501321161023%
Round 7756658512%

5. Future Pick Year Discount

Every year a pick is in the future, its trade value is multiplied by 0.88 (an 88% retention rate, or ~12% annual discount). This reflects the genuine uncertainty of future picks — the team’s record and needs could change substantially.

Years OutMultiplierRetained ValueEffect
Current year1.000×100%Pick available in the current draft — full value.
+1 year0.880×88%One year away. Most common future pick traded.
+2 years0.774×77%Two years out. Significant uncertainty discount.
+3 years0.681×68%Maximum future window tracked in the game.

Example: A Round 1 Elite pick (top 5) is worth 5,000 pts in the current draft. The same pick one year out is worth 4,400 pts, two years out 3,870 pts, and three years out 3,400 pts.

6. Trade Examples

Example A — Trading Up to the #1 Overall Pick

A team holding Pick #3 and a 2nd-round pick attempts to move up to #1. This is an aggressive move and requires overpaying.

Asset ExchangedPoint ValueNotes
You give: R1 Pick #3 (current yr)4,400 (×0.88)Elite pick, +1 year
You give: R2 Pick (current yr)1,500Round 2, no slot mod
TOTAL OUTGOING5,900 pts
You receive: R1 Pick #1 (current yr)5,000 ptsElite — top 5
⚠ Gap−900 ptsYou overpay — expected for moving up to #1

Real-world NFL trades to the top pick typically involve a premium. The 900-point deficit is intentional — moving from #3 to #1 should feel expensive.

Example B — Rebuilding: Selling a Late First for Future Picks

A team in rebuild mode trades away a late first-round pick (#18) for a bundle of future picks. This maximises the quantity of assets.

Asset ExchangedPoint ValueNotes
You give: R1 Pick #18 (current yr)2,800 ptsLate-First, no bonus
You receive: R2 (current yr)1,500 pts
You receive: R3 (+1 year)792 pts900 × 0.88
You receive: R4 (current yr)500 pts
TOTAL RECEIVED2,792 ptsRoughly even — fair deal

The deal is essentially even at −8 pts, which the AI will accept. It nets the rebuilding team two extra picks (rounds 3 and 4) at the cost of moving from round 1 to later rounds.

7. Design Rationale

The five-tier Round 1 structure was chosen to create meaningful differentiation without requiring individual slot tracking for all 32 positions. Picks 1–5 are worth more than twice the value of picks 25–32 — reflecting the outsized impact of franchise-altering prospects at the top of the class.

The 12% annual discount (0.88 multiplier) sits between the conservative 10% and aggressive 15% found in other football games. It creates pressure to trade future picks soon, without making them nearly worthless at three years out.

Rounds 3–7 are intentionally compressed. In reality the gap between a 3rd-round and 7th-round pick in a trade is small — both are late-round fliers. The 12:1 ratio between a current-year R1 Elite pick (5,000) and a current-year R7 (75) mirrors the NFL’s historical rate of Pro Bowlers by draft round.

The system is used by both the trade calculator display (so the GM can see fair value) and by the AI trade engine when evaluating and generating counter-offers. Values for players use a separate formula based on OVR, age, position scarcity, and contract length.

BrannGM: Football ’26 — Internal Design Reference

Part
V

The GM’s World

23
Chapter

The Owner

Owner Profile — Ratings Reference Guide

How Every Owner Rating Shapes Your Franchise

1. Overview

Every owner in BrannGM: Football ’26 is generated with a unique personality profile that influences your franchise in real and persistent ways. Unlike the salary cap and player ratings — which change through your own decisions — the owner’s traits operate as background forces that set the conditions you work within.

There are five core personality ratings, each scored 1 to 5. Two additional computed values — Coach Desirability and Fan Approval — emerge from those ratings. Understanding how each rating works will help you read your owner, plan your roster strategy, and anticipate what is coming as seasons go by.

2. The Five Core Ratings

2.1 Spending (1–5)

Spending measures the owner’s willingness to open the checkbook — on player contracts, on coaching salaries, and on the overall staff budget. It is the single most direct link between owner personality and your operating resources.

RatingWhat It Means for Your Franchise
1 — FrugalOwner will not spend to the salary cap. Staff budget floor (~$12M). Expect to lose free agents to richer teams.
2 — Cost-ConsciousPrefers value contracts. Staff budget ~$16M. Reluctant to give multi-year deals to aging stars.
3 — ModerateWill spend up to the cap. Staff budget ~$20M. A stable, competitive baseline most GMs can work with.
4 — Big SpenderWilling to maximize cap space. Staff budget ~$24M. Will push to sign impact free agents.
5 — Goes All InNo expense spared. Staff budget ~$28M. Expects the roster to reflect that spending in the standings.

Net Worth directly determines the Spending rating. Higher net worth owners can afford to be more aggressive — a $10B tech entrepreneur rates a 5; a $500M real estate developer rates a 1 or 2.

Staff budget formula: Base $8M + (Spending x $4M) = $12M to $28M at league start, growing 3% per year.

2.2 Patience (1–5)

Patience governs how long the owner will wait for results before the GM is on the hot seat. It is also the primary input into Coach Desirability — patient owners attract better head coach candidates because coaches know they will have time to build.

RatingEffect on GM Job Security & Coach Attraction
1 — ImpatientOne bad season can start a hot-seat spiral. Owner Patience meter drains quickly after losses. Top coaches avoid short-leash situations.
2 — Short-SightedTwo losing seasons back-to-back will put your job at risk. Moderate coaches only. Rebuilds are very difficult.
3 — ModerateStandard NFL owner profile. Consistent .500 or better keeps you safe. Solid coach candidates will consider the opening.
4 — PatientOwner gives you runway. Rebuilds are viable. Good coaches actively want the stability this owner provides.
5 — BuilderFull trust in process. Coaches and GMs can plan 3-5 year windows without fear. Top-tier candidates prefer this situation.

Patience drifts downward over time.

Each offseason that ends with two or more consecutive mediocre seasons, the owner’s Patience rating drops by 1 point (minimum 1). A 5-rated Patient owner who watches four straight losing seasons will eventually become a 3. Winning resets the streak counter but does not restore lost Patience points.

2.3 Ambition (1–5)

Ambition sets what the owner expects from the team each season — the internal goal beyond whatever the Board formally assigns. A high-Ambition owner sees a 10-6 season as underperformance if the team did not make a deep playoff run. A low-Ambition owner is content with respectability.

RatingSeason Expectation & Pressure Applied
1 — ContentOwner is satisfied with competitive effort. Finishing above .500 is celebrated. Long rebuilds are tolerated without drama.
2 — Status QuoPlayoffs every few years would be nice, but no urgent pressure. Owner does not push the GM toward win-now moves.
3 — CompetitiveExpects the team to be relevant. Missing the playoffs two years running will increase tension with ownership.
4 — Win-HungryOwner wants wins now. Will push for aggressive free agent moves. Patience meter reacts faster to losing.
5 — Win NowSuper Bowl or bust mentality. Owner may pressure the GM to trade draft capital for veterans. Rebuilds feel like failure.

Ambition wanes with age.

Once an owner crosses age 70, there is approximately a 25% chance per offseason that Ambition drops 1 point. An 80-year-old who was a 5 at age 60 may have mellowed to a 3 — which can actually improve the working environment for a GM mid-rebuild.

2.4 Hands-On Rating (1–5)

Hands-On measures how involved the owner is in day-to-day football decisions. Think of the 1 end as a billionaire who signs the check and watches from a luxury box, and the 5 end as an owner calling into the film room.

RatingWhat Coaches and Staff Experience
1 — Silent InvestorOwner never interferes. Coaches have complete autonomy over scheme, staff hires, and roster decisions. Universally attractive to coaching candidates.
2 — DelegatorOwner attends games and asks questions but does not override football decisions. Good coaches consider this situation strongly.
3 — EngagedOwner has opinions and makes them known but ultimately respects the football staff. Average impact on coach desirability.
4 — AssertiveOwner actively lobbies for certain players or schemes. Some clashes with coaching staff are inevitable. Deters elite candidates.
5 — MeddlerOwner overrides coaches and GMs on football decisions. Only coaches who want an authority figure above them will thrive here. Strong deterrent to top talent.

The Hands-On Rating is the primary drag on Coach Desirability. A 5-rated meddler can offset an otherwise attractive franchise (high spending, high patience) because experienced coaches have seen this movie and do not want the sequel.

2.5 Fan Approval Rating (1–5)

Fan Approval reflects how much the fan base trusts and supports the ownership group. It is loosely correlated with Hands-On rating — visible, engaged owners tend to generate stronger fan opinions in both directions — but some beloved owners are very quiet and some hated ones are very public.

RatingEffect on Franchise
1 — DespisedOwner friction drags fan excitement down every offseason regardless of team performance. Fan base is hostile to ownership moves.
2 — UnpopularFans tolerate the owner but do not rally around them. Modest negative modifier on offseason excitement.
3 — NeutralFans have no strong feelings about ownership. Does not help or hurt the fan excitement calculation.
4 — PopularFans respect and trust the owner. Adds a small positive modifier to fan excitement even in lean years.
5 — BelovedOwner is a civic institution. Fan excitement gets a significant boost each offseason. Community engagement benefits amplify morale.

Fan Approval also contributes to Coach Desirability. Coaches want to work in markets where ownership is respected — it makes recruiting players easier, media relations smoother, and the job more prestigious.

3. Computed Values

3.1 Coach Desirability (1–5, computed)

Coach Desirability is not a rating you assign — it is calculated automatically from four of the five core ratings and updates whenever those ratings change.

Formula:

Formula
Autonomy Score = 6 minus Hands-On Rating
Coach Desirability = (Patience + Spending + Autonomy + Fan Approval) / 4

The result is clamped to 1–5. The Autonomy Score inverses the Hands-On Rating because coaches value independence — a Hands-On of 1 produces the maximum Autonomy Score of 5, while a Hands-On of 5 produces an Autonomy Score of 1.

ScoreWhat It Means for Hiring
1Dream jobs will not be found here. The franchise is unattractive. Expect to settle for lower-tier head coach candidates.
2Difficult hire. Strong coordinators may turn down the HC opening. Middle-tier coaches fill most roles.
3Average NFL franchise from a coach’s perspective. Competitive market for coaching talent. Solid but not elite hires.
4Coaches want this job. Multiple strong candidates will be interested. Owner environment is a selling point in recruiting.
5Every available coach wants to work here. Owner is seen as the ideal partner — patient, well-funded, respected, and hands-off.

Example: An owner with Patience 4, Spending 4, Hands-On 2 (Autonomy 4), Fan Approval 4 scores (4+4+4+4)/4 = 4 — a very desirable franchise. But if that same owner has a Hands-On of 5 (Autonomy 1), the score drops to (4+4+1+4)/4 = 3.25, rounded to 3. Meddling is expensive.

3.2 Net Worth (displayed, not rated)

Net worth is stored in millions and displayed as either $XM or $X.XB. It does not directly affect gameplay — its role is narrative, grounding the owner’s spending personality in a believable financial reality.

Spending RatingTypical Net Worth Range
1 — Frugal$400M – $800M
2 — Cost-Conscious$800M – $1.5B
3 — Moderate$1.5B – $3B
4 — Big Spender$3B – $6B
5 — Goes All In$6B – $15B

4. Succession Plan

As the owner ages, their succession plan becomes an increasingly important narrative element of the franchise. Succession plans change over time — an owner who was Undecided at 55 may clarify their intentions by 70, and by 75 any remaining Undecided owners automatically move to either Keep in Family or Actively Searching.

PlanWhat It Signals
Keep in FamilyOwnership continuity is expected. The franchise identity and priorities are unlikely to change dramatically even as the current owner ages out.
Likely to SellA sale is on the horizon. The franchise may eventually change direction when new ownership arrives. No immediate gameplay effect.
UndecidedNo plan in place. Common in younger owners (under 65). May clarify naturally as years pass.
Actively Searching BuyerOwner is looking for a buyer now. A sale is probable within the next several seasons. Future ownership personality is unknown.

Age thresholds for succession drift: owners under 50 are almost always Undecided. Between 50 and 65, all outcomes are equally likely. Between 65 and 73, Undecided owners tend to crystallize toward a plan. At age 75 or older, the game forces any remaining Undecided owners to declare one way or the other.

5. Personality Drift Over Time

Owner ratings are not static. Three things cause them to shift over the course of a dynasty:

TriggerEffect
2+ consecutive mediocre seasonsPatience drops 1 point (minimum 1). Losing streaks erode even the most patient owner’s goodwill.
Owner age exceeds 7025% chance per offseason that Ambition drops 1 point. Older owners mellow and stop demanding championships.
Owner age reaches 75 (Undecided)Succession plan auto-resolves to Keep in Family or Actively Searching. Ambiguity gives way to reality.
Owner ages each offseasonOwner age increments by 1 every offseason. No other direct gameplay effect, but affects Ambition drift and Succession timelines.

Patience can only go down — winning seasons stop the decline but do not restore lost points. Ambition can only go down once past 70. Think of it as the natural arc of an owner’s career: hungry in their 50s, realistic in their 60s, philosophical in their 70s.

6. How Every Rating Affects Your Franchise

The table below gives a quick-reference view of every rating and which franchise systems it touches.

RatingAffectsDirection
SpendingStaff budget, free agent competitiveness, cap aggressionHigher = more resources
PatienceGM hot-seat speed, coach desirability, rebuild viabilityHigher = more runway
AmbitionOwner pressure, season expectations, trade urgencyHigher = more win-now pressure
Hands-OnCoach desirability (via Autonomy Score), staff autonomyHigher = less attractive
Fan ApprovalFan excitement modifier, coach desirability, moraleHigher = more fan energy
Coach DesirabilityQuality of HC/staff candidates attracted to openingsHigher = better coaching talent
Net WorthNarrative context for spending personalityInformational only
AgeAmbition drift, succession plan timelineHigher = owner mellows
Succession PlanFranchise narrative, future ownership uncertaintyAffects long-term identity

7. Quick Owner Scenarios

These archetypes show how combinations of ratings produce recognizable real-world owner personalities.

The Silent Money Guy

Spending 2 / Patience 5 / Ambition 2 / Hands-On 1 / Fan Approval 3

Coaches love working here despite the lean budget because they have total autonomy and no pressure. Rebuilds are sustainable. Winning is a bonus.

The Impatient Billionaire

Spending 5 / Patience 1 / Ambition 5 / Hands-On 4 / Fan Approval 4

Enormous resources but a short fuse. One bad season and the GM is on the hot seat. Coaches worry about job security despite the money. A championship or nothing.

The Fan Favorite Owner

Spending 3 / Patience 4 / Ambition 3 / Hands-On 2 / Fan Approval 5

Community icon. Fan excitement stays elevated even in down years. Coaches want the job because the market loves them. Comfortable middle-class franchise with loyal fan support.

The Meddler

Spending 4 / Patience 3 / Ambition 4 / Hands-On 5 / Fan Approval 2

Money is there but the interference is constant. Top coaching candidates will pass. Expect to hire retreads and yes-men. Fans are skeptical and media criticism never stops.

The Builder

Spending 3 / Patience 5 / Ambition 3 / Hands-On 1 / Fan Approval 3

The ideal rebuild situation. Coach Desirability is high, pressure is low, and the GM can execute a multi-year plan without fear. Money is moderate but the environment is elite.

BrannGM: Football ’26 Owner Profile System | All ratings are seeded at league creation and evolve through offseason logic. Tap the owner card in the FRONT OFFICE > OWNER tab to view the full profile.

24
Chapter

GM Personality

BRANNGM: FOOTBALL ’26

GM PERSONALITY TRAITS

Master Gameplay Reference

Part of the BrannGM: Football ’26 Master Gameplay Manual

Version 1.0 · Season 2026

GM Personality System

Before your first season begins, you choose a GM Personality — a single trait that defines your management philosophy and shapes how the entire game responds to your decisions. This is not a cosmetic label. Each personality is wired directly into core simulation engines and produces measurable, persistent effects across every season you play.

There are seven personalities to choose from, each covering a different dimension of franchise management: finances, in-game performance, roster building, scouting, and trade leverage. Selecting the right one for your team’s situation is one of the most impactful decisions you’ll make.

KEY RULES

• You choose once at game start — this cannot be changed mid-career.

• The trait applies only to your team (AI teams are not affected by your trait, but each has their own internal tendencies).

• Effects are passive — no in-game menu or button required. Everything runs automatically.

HOW TO CHOOSE

• Contending team needing one more piece → Cap Genius or Negotiator.

• Rebuilding through the draft → Scouting Ace + Player Developer.

• Competitive but losing close games → Motivator.

• Frequent trader and wheeler-dealer → Architect.

• Want a healthy, disciplined base → Disciplinarian.

Quick Comparison
GM PERSONALITYIMPACT AREAEFFECTBEST FOR
NegotiatorFinancialContract savings in free agencyRebuilding teams & cap-strapped franchises
DisciplinarianIn-Game & HealthFewer penalties & lower injury riskTeams with fragile rosters or penalty-heavy schemes
Player DeveloperRoster DevelopmentFaster progression for young playersTeams drafting early and building through youth
Scouting AceScouting AccuracyMore accurate draft scoutingDraft-focused franchises
Cap GeniusFinancialExpanded salary cap flexibilityContending teams needing one more piece
MotivatorIn-Game PerformanceClutch boost in close & playoff gamesCompetitive mid-tier teams and playoff contenders
ArchitectTrade & TransactionsBetter trade value on all dealsTrade-heavy and rebuilding GMs

1. Negotiator

CONTRACT SAVINGS IN FREE AGENCY

IMPACT AREA

Financial

Best for: Rebuilding teams & cap-strapped franchises

Your contract negotiation expertise keeps salaries lower, giving you more flexibility to retain stars and land free agents.
GAMEPLAY MECHANICS
Signing Bonus ReductionAll free agent signing bonuses are reduced by 15%, directly lowering the prorated annual cap hit on every contract you sign.
EngineOffseasonEngine › signFreeAgent() — negotiatorMult = 0.85 applied to SalaryCapEngine.signingBonus() output.

STRATEGIC NOTES

Best for teams with aging rosters or cap problems who need to bring in multiple free agents without breaking the bank. Compounds over time — the more deals you sign, the bigger the cumulative savings.

2. Disciplinarian

FEWER PENALTIES & LOWER INJURY RISK

IMPACT AREA

In-Game & Health

Best for: Teams with fragile rosters or penalty-heavy schemes

A disciplined locker room means fewer mental mistakes on the field and a healthier, more focused roster all season.
GAMEPLAY MECHANICS
Penalty ReductionYour team’s discipline rating gets a permanent +15 boost (capped at 99), reducing the per-play penalty chance in every game. Penalty chance formula: 0.07 × (1 − (discipline − 70) / 200). A +15 discipline swing is meaningful in close games.
Injury Rate ReductionYour players suffer a 12% lower injury rate on every game-day roll. Applied as a 0.88× multiplier to the base per-player injury probability.
EnginesGameSimEngine › simulateDetailed() (discipline boost) · InjuryEngine › rollForInjuries() (disciplineMult = 0.88).

STRATEGIC NOTES

Best for teams with injury-prone depth charts or leagues where penalties decide close games. Passive — you benefit every week without any in-season management.

3. Player Developer

FASTER PROGRESSION FOR YOUNG PLAYERS

IMPACT AREA

Roster Development

Best for: Teams drafting early and building through youth

Young talent flourishes under your coaching staff. Rookies and second-year players develop more rapidly toward their ceiling.
GAMEPLAY MECHANICS
Annual OVR BonusAt end-of-season development, every player on your roster who is age 25 or younger receives +1 additional OVR delta — on top of the standard age/potential/work-ethic calculation. The bonus only applies when the player is already developing positively (delta > 0).
EngineOffseasonEngine › ageAndDevelop() — playerDeveloperBoost flag injected into develop() for qualifying players.

STRATEGIC NOTES

High-ceiling play. Takes 2–3 seasons to show full impact but can produce elite players who peak earlier. Stack with high-potential draft picks for maximum effect. Less effective on veteran-heavy rosters.

4. Scouting Ace

MORE ACCURATE DRAFT SCOUTING

IMPACT AREA

Scouting Accuracy

Best for: Draft-focused franchises

Your scouting network is the best in the league. Draft evaluations are sharper, and busts are far less common.
GAMEPLAY MECHANICS
Scout Rating Boost+10 added to the effective scout rating (effR) on every film review. Since scout accuracy determines the error tier on a prospect’s revealed attributes, +10 effR tightens the range of possible errors — moving many evaluations from ‘Wide Error’ into ‘Moderate Error’ or better.
Year 1 CoverageApplies immediately at game start (initial film review re-run after GM profile is set), so your very first draft class benefits from day one.
EnginesScoutingEngine › applyFilmReview() (isScoutingAce flag) · Wired through TeamSelectView.startWith() (year 1) and OffseasonEngine (subsequent seasons).

STRATEGIC NOTES

Best for GMs who love the draft and want to know what they’re getting before they pick. Reduces the risk of high-round busts significantly. Pairs extremely well with Player Developer.

5. Cap Genius

EXPANDED SALARY CAP FLEXIBILITY

IMPACT AREA

Financial

Best for: Contending teams needing one more piece

You find room where others don’t. Your cap management skills let you carry stronger rosters without cutting stars.
GAMEPLAY MECHANICS
Immediate Cap Boost+$3,000,000 added to your team’s salary cap at the start of the game. Applied once at league creation and persists for the life of the save.
EngineTeamSelectView › startWith() — lg.teams[ti].finances.salaryCap += 3_000_000 when trait == .capGenius.

STRATEGIC NOTES

Straightforward advantage — $3M buys a solid starter or the difference between signing two free agents or one. Most valuable in the early seasons when every dollar counts. Less impactful once you’ve established cap room organically.

6. Motivator

CLUTCH BOOST IN CLOSE & PLAYOFF GAMES

IMPACT AREA

In-Game Performance

Best for: Competitive mid-tier teams and playoff contenders

Your team never quits. Expect stronger performance in one-score games and an edge when the stakes are highest.
GAMEPLAY MECHANICS
Clutch Strength Boost+3 added to your team’s offensive or defensive strength on every play during clutch moments. A clutch moment is defined as: Q4 or overtime with a margin of 8 points or fewer, OR any playoff game regardless of score.
Both sides coveredIf your team is on offense, offStrength +3. If on defense, defStrength +3. The boost applies to every play in the clutch window, not just scoring plays.
EngineGameSimEngine › simulatePlay() — gmMotivatorSide set in simulateDetailed(), clutch check run per play.

STRATEGIC NOTES

Excellent for teams that are good but not dominant — turns coin-flip close games in your favor. Playoff boost means it scales in importance as you build a contender. Weaker value if you’re consistently blowing out opponents.

7. Architect

BETTER TRADE VALUE ON ALL DEALS

IMPACT AREA

Trade & Transactions

Best for: Trade-heavy and rebuilding GMs

Your reputation as a dealmaker precedes you. AI teams offer premium packages for your players, and you extract top value from every trade.
GAMEPLAY MECHANICS
AI Offer PremiumWhen CPU teams generate trade offers targeting your players, the target value they’re willing to match is inflated by 10% (architectMult = 1.10). A player with a trade value of 1,000 draws offers worth up to 1,100 — either a better player or a player + pick combo.
EngineTradeEngine › refreshPlayerOffers() — boostedValue = Int(Double(target.tradeValue) × 1.10) passed to assemblePackage().

STRATEGIC NOTES

Best for GMs who trade frequently or are rebuilding through trades. The premium compounds — selling off one aging star to a desperate AI team gets you more than fair value. Less impactful if you rarely trade.

YOUR LEGACY STARTS WITH ONE CHOICE.

Every GM personality shapes a different path to a championship. There is no wrong answer — only the wrong fit for your roster. Choose wisely, play to your strengths, and build a dynasty.

25
Chapter

Press Conferences

1. SYSTEM OVERVIEW

The Press Conference System triggers after key games and franchise events throughout the season. Each presser presents the GM (player) with 2–3 media questions drawn from a pool matched to the trigger condition plus a GENERAL pool that can appear at any time.

Each question offers three answer choices — labelled Safe, Bold, and Honest — with meaningfully different outcomes. The style label is visible before selecting; the impact numbers are not. Players learn the consequences of each archetype through experience.

Answers affect six game attributes: Owner Patience (OP), Fan Heat (FH), Team Morale (MOR), GM Clout (CLT), Head Coach Tension (HCT), and individual Player Loyalty (PL) where applicable. All impacts are additive and persist for the remainder of the season.

Select questions also generate a BLITZ headline — a story that appears in the BLITZ feed and may be referenced by future questions (the ‘Momentum Question’ mechanic, described in Section 3).

Some answers marked with a ⚠ warning carry delayed consequences: if the statement is later proven false by in-game events, a penalty applies to Owner Patience and GM Clout beyond the normal impact value.

2. TRIGGER CONDITIONS

A press conference fires when one of the following conditions is met. Triggers are evaluated after each game result and at key offseason moments. If multiple triggers fire simultaneously, only the highest-priority trigger determines the question pool (priority order: championship events → playoff events → loss streaks → single-game results → offseason moments → GENERAL).

TRIGGER TAGWHEN IT FIRES
LOSS_STREAK_3After 3 or more consecutive losses
LOSS_STREAK_5After 5 or more consecutive losses
BLOWOUT_LOSSLost by 17+ points
CLOSE_LOSSLost by 7 or fewer in a key game
PLAYOFF_LOSSEliminated from the playoffs
PLAYOFF_UPSETWon as a playoff underdog
BIG_WINWon by 17+ points in primetime or rivalry game
CLINCH_PLAYOFFSJust clinched a playoff berth
DIVISION_TITLEWon the division
SUPER_BOWL_WINWon the championship
MIDSEASONWeek 8–10 general check-in presser
OFFSEASON_STARTFirst week of the offseason
PRE_DRAFTDraft week (Mon–Wed before draft)
POST_DRAFTDay after the draft
TRADE_DEADLINEWeek of the trade deadline
CONTRACT_DISPUTEPlayer demands trade or goes public with unhappiness
COACH_RUMORBLITZ reports a coaching staff story
COORDINATOR_INTERESTCoordinator linked to a head coaching vacancy
INJURY_STARKey starter lost 4+ weeks
ARRESTPlayer legal/discipline incident
DISCIPLINEPlayer practice/team rules violation
SOCIAL_MEDIAPlayer publicly criticizes the organization
SIDELINE_INCIDENTOn-field/sideline altercation involving player or coach
RETIREMENTVeteran player retirement rumor
OWNER_VETOOwner overrules GM decision (BLITZ story)
OWNER_VISIBLEOwner frustration captured on camera
OWNER_PUBLIC_STATEMENTOwner issues public statement about team performance
OWNERSHIP_CHANGEOwnership sale rumor reported by BLITZ
LEGACYEnd of season or milestone career moment
HOT_SEATGM job security rumored in BLITZ
JOB_SECURITYGM fired/hired rumors circulating
FA_LOSSKey free agent lost to another team
FA_APPROACHINGStar player entering final contract year
FA_MISSFailed to sign high-profile free agent
RISKY_SIGNINGSigned player with injury history or character flag
ROSTER_MOVESignificant cut or restructure
AGENT_COMPLAINTAgent publicly criticizes negotiations
MARKET_CONCERNAnalyst piece about team’s market disadvantage
OVER_CAPTeam projected over the cap ceiling
ROSTER_LEAKLeaked report about planned roster move
MVP_AWARDPlayer wins major individual award
BUSTHigh draft pick not meeting expectations
BACKUP_IMPRESSESReserve player outplays expected starter
AGING_QBFranchise QB enters late career phase
BENCHINGHigh-profile player benched in game
FORMER_PLAYEREx-player makes public negative comment
LATE_ROUND_BREAKOUTUndrafted or late-round pick achieves star performance
BREAKOUT_PERFORMANCEYoung player’s first big national primetime game
RIVALRY_WINSwept division rival for the first time in years
OVERACHIEVINGTeam outperforming preseason win total by 3+
ROAD_SWEEPWon 4 or more straight road games
MISSED_PLAYOFFSMissed playoffs 3 straight seasons
REBUILD_STARTFirst press conference as GM of a rebuilding team
FAN_APPROVALFan approval poll published (negative result)
YOUNG_GMFirst or second season as GM; age mentioned in media
OFFSEASON_REVIEWEnd-of-season review presser
MEDIA_CRITICISMNational outlet calls franchise poorly run
CHAMPIONSHIP_DROUGHTFranchise hasn’t won a title in 10+ years
TANKING_QUESTIONReporter asks about competitive intent vs. draft positioning
REBUILDTeam in confirmed multi-year rebuild
HC_DRAFT_DISAGREEMENTReport of GM-HC conflict over a roster/draft decision
HC_QB_TENSIONReport of HC-QB relationship friction
NEW_HC_SCHEMENew HC just hired with different offensive/defensive identity
SCHEME_CHANGEMid-season scheme adjustment reported
RED_ZONETeam ranks in bottom 5 in red zone scoring
DEFENSIVE_WEAKNESSTeam ranks in bottom 5 in a specific defensive metric
PASS_HEAVYTeam pass-to-run ratio above 60%
THIRD_DOWNThird-down conversion rate concern
RUN_GAMETeam rushing attempts per game in bottom 5
STREAKED_SNAPPEDWon after a losing streak of 5 or more
COORDINATOR_HIREGM hired a coordinator from a rival team
CLOCK_MANAGEMENTCoaching staff timeout/clock error in key moment
PLAYOFF_UPSETWon as a heavy underdog in the playoffs
STAFF_POACHINGAnother team pursuing a key front office staff member
INCIDENTFan or stadium incident involving a player
GENERALCan appear at any press conference

3. IMPACT SCALE & RULES

Each answer impact is expressed as a modifier on a -5 to +5 scale applied to that attribute’s 0–100 meter. Impacts stack across a season and reset at the start of each new season (except GM Clout, which carries forward as a career stat).

KEYATTRIBUTEWHAT IT DOES
OPOwner Patience0–100 meter. Below 40 = hotseat warning. At 0 = fired.
FHFan Heat / Excitement0–100. Drives crowd modifier in game sim and BLITZ buzz.
MORTeam Morale0–100. Affects player performance and locker room cohesion.
CLTGM Clout0–100 index (5-component Clout Score feeds into this over time).
HCTHC Tension0–100. High tension triggers HC-GM friction events and eventual departure risk.
PLPlayer LoyaltyNamed player only. Affects contract willingness, trade request risk, and morale.

Cadence and special rules:

RULEDETAIL
Questions per presser2–3 randomly selected from the matching trigger pool + GENERAL pool
Max pressers per season12 (roughly one per 1.5 weeks on average)
Can be skipped?No — key game pressers are mandatory. A ‘No Comment’ button docks OP -3, FH -2
Time limit per answerOptional: 15-second timer in fast mode; no timer in deliberate mode
Answer previewStyle label (Safe / Bold / Honest) shown but not the impact numbers
Guaranteed questionsQ65 (tanking) appears whenever a generational QB is in next year’s draft class
Player name substitution[Player] and [Star Player] substitute the active player referenced by the trigger
Lie consequencesSome answers marked ‘note’ apply a penalty if the claim is later proven false
Momentum questionIf the GM goes Bold on 3 consecutive answers, next presser always includes 1 BLITZ-quoted question referencing prior bold stance

4. PRESS CONFERENCE QUESTIONS (1–100)

Questions are organized into nine categories. Category color coding is carried through the document header on each question block.

Q1–12POST-LOSS / STRUGGLESAfter losses, blowouts, or losing streaks
Q13–22POST-WIN / MOMENTUMAfter wins, clinches, or strong performances
Q23–42PLAYER-SPECIFICQuestions naming specific players
Q43–52COACHING STAFFAbout the head coach or coordinators
Q53–67DRAFT & PROSPECTSPre/post draft, prospects, scouting
Q68–77FREE AGENCY & CONTRACTSFree agency, contracts, cap situations
Q78–85OWNER RELATIONSHIPThe owner, job security, and team direction
Q86–92SCHEME & STRATEGYOffensive/defensive scheme and playcalling
Q93–100SEASON EXPECTATIONS / CAREERSeason goals, career, and fan expectations

◆ POST-LOSS / STRUGGLES

Q1POST-LOSS / STRUGGLESTRIGGER: LOSS_STREAK_3
“Your team has lost three straight. What’s your message to the fanbase right now?”

A

Safe

“We’re going through adversity, but our guys are working hard. I’m confident we’ll turn this around.”

IMPACT

OP 0 | FH -2 | MOR +1 | CLT -1 | HCT 0

BLITZ: “GM offers measured response after three-game slide”

B

Bold

“This is unacceptable. I’m putting the entire organization on notice — players, coaches, everyone.”

IMPACT

OP +2 | FH +2 | MOR -3 | CLT +1 | HCT +2

BLITZ: “GM fires warning shot after third straight loss”

C

Honest

“I take responsibility too. The buck stops with me. I have to do a better job putting this team in position to win.”

IMPACT

OP +2 | FH +2 | MOR +2 | CLT +2 | HCT 0

BLITZ: “GM takes personal accountability for team’s slide”

Q2POST-LOSS / STRUGGLESTRIGGER: BLOWOUT_LOSS
“The defense gave up 40 points today. Is the defensive coordinator safe?”

A

Safe

“I’m not going to make those evaluations after one game. We assess things as we always do.”

IMPACT

OP 0 | FH -1 | CLT -1 | HCT 0

BLITZ: “GM deflects DC pressure after blowout”

B

Bold

“Nobody’s job is guaranteed when we give up 40 points. That’s not the standard here.”

IMPACT

OP +1 | FH +3 | MOR -2 | CLT +1 | HCT +4

BLITZ: “GM puts DC on notice after 40-point disaster”

C

Honest

“The DC and I have already sat down. We’ve identified what happened and there’s a clear plan in place.”

IMPACT

OP +1 | FH +1 | CLT +2 | HCT -1

BLITZ: “GM and DC huddle after rough outing”

Q3POST-LOSS / STRUGGLESTRIGGER: GENERAL
“[Star Player] had one of his worst performances of the season. Does he still have your full confidence?”

A

Safe

“Absolutely. He’s our guy and we have complete faith in him.”

IMPACT

FH -1 | MOR +2 | CLT 0 | PL +3

BLITZ: “GM stands by star after rough outing”

B

Bold

“Everyone on this team — regardless of salary — has to play better. He knows that.”

IMPACT

FH +2 | MOR -1 | CLT +1 | PL -3

BLITZ: “GM doesn’t give star a pass after poor game”

C

Honest

“One bad game doesn’t define what he is. We’ll get him right and he’ll respond.”

IMPACT

FH 0 | MOR +1 | CLT +1 | PL +1

BLITZ: “GM keeps perspective on star’s off-day”

Q4POST-LOSS / STRUGGLESTRIGGER: LOSS_STREAK_3
“Reports suggest the locker room is divided. How do you respond?”

A

Safe

“I talk to our players every day. I don’t recognize the team those reports describe.”

IMPACT

FH 0 | MOR +1 | CLT -1

BLITZ: “GM dismisses locker room division report”

B

Bold

“If there are players who aren’t fully bought in, they won’t be here much longer. I’ll get to the bottom of this.”

IMPACT

FH +1 | MOR -3 | CLT +1 | HCT +2

BLITZ: “GM: Dissenters in locker room won’t last long”

C

Honest

“Every team going through a stretch like this has tension. The question is whether you use it productively. We will.”

IMPACT

FH 0 | MOR +2 | CLT +1

BLITZ: “GM: Tension is normal — how you respond defines you”

Q5POST-LOSS / STRUGGLESTRIGGER: GENERAL
“The team ranks last in the league in red zone touchdowns. Is that a scheme problem?”
ASafe“We’re addressing it with the coaching staff. We’ll get it right.”
IMPACT**FH -1

B

Bold

“At some point you have to call it what it is — the scheme has to be re-evaluated.”

IMPACT

FH +2 | MOR -1 | CLT +1 | HCT +3

BLITZ: “GM calls out scheme after red zone struggles”

CHonest“Part scheme, part execution. We’re fixing both — not putting it on one or the other.”
IMPACT**FH +1
Q6POST-LOSS / STRUGGLESTRIGGER: BLOWOUT_LOSS
“You were outscored 35-0 in the second half. What happened at halftime?”
ASafe“Execution broke down and adjustments weren’t good enough. That’s on everyone — players and coaches.”
IMPACT**FH +1

B

Bold

“Their coaching staff won the halftime battle. Our staff needs to do better putting players in the right position.”

IMPACT

FH +2 | MOR -2 | CLT 0 | HCT +4

BLITZ: “GM points finger at coaching staff after historic second-half collapse”

CHonest“Honestly, I need to watch the film before I can give you a real answer. It’s too early for hot takes.”
IMPACT**FH -2
Q7POST-LOSS / STRUGGLESTRIGGER: MIDSEASON
“This team was a Super Bowl contender in August. Are those expectations still realistic?”
ASafe“We still control our destiny. There’s a lot of football left.”
IMPACT**FH 0

B

Bold

“If we play like this, no. Our standard hasn’t changed. Our intention to meet it hasn’t either.”

IMPACT

OP +2 | FH +2 | MOR -2 | CLT +1

BLITZ: “GM: Standard hasn’t changed — and neither has the expectation”

CHonest“We’re going to be honest with ourselves. Right now we’re not playing Super Bowl football. That has to change.”
IMPACT**OP +1
Q8POST-LOSS / STRUGGLESTRIGGER: TRADE_DEADLINE
“Reports say you’re actively shopping for help at the trade deadline. What can you confirm?”
ASafe“I’m always looking for ways to improve the team. That’s my job every day.”
IMPACT**FH +1

B

Bold

“Watch this space. I’m not going to give other GMs information they can use at the negotiating table.”

IMPACT

FH +2 | CLT +2

BLITZ: “GM goes quiet on deadline — and that means something is happening”

CHonest“We’ve had preliminary conversations. Nothing’s close. I don’t want to get ahead of where things are.”
IMPACT**FH +1
Q9POST-LOSS / STRUGGLESTRIGGER: CLOSE_LOSS
“The team blew a 17-point fourth-quarter lead. Is that a conditioning issue or a mental issue?”
ASafe“That’s a fair question and one we’re asking internally right now.”
IMPACT**FH 0

B

Bold

“It’s both. And we have to solve both. That can’t happen.”

IMPACT

FH +2 | MOR -1 | CLT +1

BLITZ: “GM: Both conditioning and mental toughness failures in blown lead”

CHonest“I’d point more to fourth-quarter execution breakdowns than conditioning. Fixable — but inexcusable.”
IMPACT**FH +2
Q10POST-LOSS / STRUGGLESTRIGGER: LOSS_STREAK_5
“Are you confident your head coach is the right person to lead this franchise?”

A

Safe

“Coach has my full support.”

IMPACT

FH -2 | CLT -2 | HCT 0

BLITZ: “GM backs HC — but the vote of confidence rings hollow”

BBold“That’s an evaluation I make at season’s end. Not week by week.”
IMPACT**OP +1

C

Honest

“I expect more from all areas of this organization, including the coaching staff. I’ve communicated that directly.”

IMPACT

OP +2 | FH +3 | CLT +1 | HCT +4

BLITZ: “GM delivers pointed message to HC after fifth straight loss”

Q11POST-LOSS / STRUGGLESTRIGGER: GENERAL
“Your team ranks last in the league in turnover margin. When does that change?”
ASafe“It changes when we fix it. We’re working on exactly that.”
IMPACT**FH -1

B

Bold

“It changes now. If it doesn’t, there will be significant personnel consequences.”

IMPACT

FH +2 | MOR -2 | CLT +1

BLITZ: “GM puts roster on notice over turnover crisis”

CHonest“Turnovers are a combination of scheme, decision-making, and ball security. We’re addressing each specifically.”
IMPACT**FH +1
Q12POST-LOSS / STRUGGLESTRIGGER: INCIDENT
“A fan threw an object at one of your players on the sideline. What’s your message?”

A

Safe

“That’s completely unacceptable. Our players deserve better and we’re addressing stadium security immediately.”

IMPACT

FH +2 | MOR +2 | CLT +1 | PL +2

BLITZ: “GM takes hard stance after fan incident”

BSafe“It’ll be handled. I don’t want to give it more attention than it deserves.”
IMPACT**FH -1

C

Honest

“I’m embarrassed. That player is a professional representing this city and that’s how he’s treated. It won’t happen again.”

IMPACT

FH +3 | MOR +2 | CLT +2 | PL +3

BLITZ: “GM: I’m embarrassed — our players deserve better”

◆ POST-WIN / MOMENTUM

Q13POST-WIN / MOMENTUMTRIGGER: CLINCH_PLAYOFFS
“You’ve just clinched a playoff berth for the first time in three years. What does this mean?”
ASafe“It’s a great milestone. But we’ve always said a playoff berth is the floor, not the ceiling.”
IMPACT**OP +1

B

Bold

“This is for the fans, the city, everyone who stuck with us. Now we go take what’s ours.”

IMPACT

FH +5 | MOR +4 | CLT +2

BLITZ: “GM delivers emotional promise to city after playoff clinch”

CHonest“I’m proud of the process that got us here. We made hard decisions and trusted the plan.”
IMPACT**OP +2
Q14POST-WIN / MOMENTUMTRIGGER: PLAYOFF_UPSET
“You just knocked off the top seed as a significant underdog. Did you ever doubt this team?”
ASafe“Not for a second. I’ve believed in this group all year.”
IMPACT**FH +4

B

Bold

“You have to be honest — there were moments this season where I asked hard questions. But these guys found answers.”

IMPACT

FH +3 | MOR +2 | CLT +3

BLITZ: “GM: We had doubts — players answered every single one”

CHonest“We’ll enjoy this for 24 hours. Then we get back to work.”
IMPACT**FH +2
Q15POST-WIN / MOMENTUMTRIGGER: BIG_WIN
“The defense just shut out a top-five offense for the first time in franchise history. What do you attribute that to?”
ASafe“The scheme, the personnel, and the preparation. It all came together.”
IMPACT**FH +2

B

Bold

“I attribute it to a defensive coordinator who has built something special and players who execute it perfectly.”

IMPACT

FH +3 | MOR +3 | CLT +1 | HCT -2

BLITZ: “GM heaps praise on DC after franchise-record shutout”

CHonest“What it says is we have a real defense. Not just good stats — an elite, championship-caliber unit.”
IMPACT**FH +4
Q16POST-WIN / MOMENTUMTRIGGER: BREAKOUT_PERFORMANCE
“Your second-year quarterback just threw for 400 yards on a national stage. When did you know he was this good?”
ASafe“We knew he had the tools coming out of the draft. The development has been his doing.”
IMPACT**FH +2

B

Bold

“Honestly? In training camp of his rookie year, I called the owner and said ‘we found our guy.’”

IMPACT

OP +2 | FH +4 | CLT +2 | PL +2

BLITZ: “GM reveals he knew second-year QB was special from day one”

CHonest“This is just scratching the surface of what he’s going to be.”
IMPACT**FH +3
Q17POST-WIN / MOMENTUMTRIGGER: RIVALRY_WIN
“You swept the division rival for the first time in a decade. What’s the significance?”
ASafe“Two wins in the division. They all count the same in the standings.”
IMPACT**FH +1

B

Bold

“It means everything for the culture of this place. We’re not letting them own us anymore.”

IMPACT

FH +5 | MOR +4 | CLT +2

BLITZ: “GM: We’re done letting them own us — this division runs through us now”

CHonest“It means this division now runs through us. We’ve earned that.”
IMPACT**FH +4
Q18POST-WIN / MOMENTUMTRIGGER: STREAK_SNAPPED
“You finally ended a seven-game losing skid. How important was this for the locker room?”
ASafe“Very important. Winning solves a lot. Now we need to string them together.”
IMPACT**FH +2
BBold“Important, but one win doesn’t fix a seven-game slide. We have a lot of work to do.”
IMPACT**OP +1
CHonest“I watched our guys celebrate and it reminded me why I love this business. Now we build on it.”
IMPACT**FH +3
Q19POST-WIN / MOMENTUMTRIGGER: DIVISION_TITLE
“First division title of your tenure. How personal is this moment?”
ASafe“It’s not personal — it’s about the team.”
IMPACT**FH +1

B

Bold

“I’m not going to pretend it isn’t personal. We’ve built something real here.”

IMPACT

OP +3 | FH +4 | MOR +3 | CLT +2

BLITZ: “GM lets the emotion show after first division title”

CHonest“I promised this organization a division champion. Keeping that promise means everything.”
IMPACT**OP +3
Q20POST-WIN / MOMENTUMTRIGGER: OVERACHIEVING
“Preseason consensus had you at 5-12. You’re sitting at 9-4. What’s the secret?”
ASafe“We believed in our process when others didn’t. That’s all.”
IMPACT**FH +2

B

Bold

“The so-called experts can eat it.”

IMPACT

OP -1 | FH +5 | MOR +3 | CLT +1

BLITZ: “GM takes gleeful shot at doubters after surprise season”

CHonest“We found the right character guys and put them in the right system. It’s that simple and that hard.”
IMPACT**FH +3
Q21POST-WIN / MOMENTUMTRIGGER: LATE_ROUND_BREAKOUT
“Your 5th-round pick is putting up Pro Bowl numbers. What does that say about your scouting?”
ASafe“It says we have good people doing good work. We believe in our process.”
IMPACT**FH +2

B

Bold

“It says other teams left a really good player on the board. We saw what others missed.”

IMPACT

FH +3 | CLT +3

BLITZ: “GM: We saw what 31 other teams missed in the 5th round”

CHonest“Our scouts had him rated much higher than where he went. We were thrilled he lasted to us.”
IMPACT**FH +3
Q22POST-WIN / MOMENTUMTRIGGER: ROAD_SWEEP
“Four-and-oh on what many called the toughest road stretch in the league. Who gets the credit?”
ASafe“The coaches and players. They did the work.”
IMPACT**FH +2
BBold“The prep staff, medical team, coaching staff, and players who showed up every single week.”
IMPACT**FH +3
CHonest“In this building, we knew who we were. This road trip proved it to the rest of the league.”
IMPACT**FH +4

◆ PLAYER-SPECIFIC

Q23PLAYER-SPECIFICTRIGGER: CONTRACT_DISPUTE
“[Star Player] is reportedly unhappy with his contract. Is an extension a priority?”
ASafe“We value him enormously. Those conversations stay between us and his representation.”
IMPACT**PL +1
BBold“He’s under contract. We’ll have that conversation at the appropriate time.”
IMPACT**PL -2

C

Honest

“We want him here long-term. I think we’ll find common ground.”

IMPACT

PL +3 | FH +2 | CLT +1

BLITZ: “GM signals desire to lock up star long-term”

Q24PLAYER-SPECIFICTRIGGER: GENERAL
“[Star Player] has dropped 8 passes in the last four games. Is that a concern?”
ASafe“Every player goes through stretches. We have complete faith in him.”
IMPACT**PL +2

B

Bold

“Yes. He knows it’s a concern, his position coach knows it. We’re addressing it directly.”

IMPACT

PL -1 | FH +2 | CLT +1

BLITZ: “GM won’t shield star from scrutiny over drop problem”

CHonest“We’re getting him the ball in contested situations. The drops are concentration and footwork — both fixable.”
IMPACT**PL +1
Q25PLAYER-SPECIFICTRIGGER: DISCIPLINE
“Reports say [Player] was late to practice multiple times this week. Can you address that?”
ASafe“I don’t discuss internal disciplinary matters publicly.”
IMPACT**FH -1

B

Bold

“Accountability applies to everyone on this roster regardless of status or salary.”

IMPACT

PL -3 | FH +2 | MOR +2 | CLT +2

BLITZ: “GM sends clear message: no one above accountability”

CHonest“There was a scheduling miscommunication. It’s been addressed internally.”
IMPACT**PL +1
Q26PLAYER-SPECIFICTRIGGER: FA_APPROACHING
“Your franchise QB enters free agency after this season. What can you commit to regarding his future?”
ASafe“He’s one of the best players in football. We want him here.”
IMPACT**PL +2
BBold“Nothing’s final until it’s signed. But I can’t imagine us not finding common ground.”
IMPACT**PL +1

C

Honest

“I’m committed to paying players what they’re worth in this market. He knows what that means.”

IMPACT

OP -1 | PL +3 | FH +3 | CLT +1

BLITZ: “GM puts money where his mouth is on franchise QB”

Q27PLAYER-SPECIFICTRIGGER: TRADE_DEMAND
“[Star Player] has formally requested a trade. How do you respond?”
ASafe“We’ll work through it professionally. No further comment at this time.”
IMPACT**FH -2
BBold“I’ve seen the request. We’ll evaluate all options, but nothing forces us to act.”
IMPACT**FH 0

C

Honest

“I’m not going to trade a Pro Bowl player because things got tough. We’ll fix this internally.”

IMPACT

FH +2 | PL -1 | MOR +1 | CLT +1

BLITZ: “GM refuses to blink on trade demand — vows to fix situation”

Q28PLAYER-SPECIFICTRIGGER: BUST
“Your 1st-overall pick from two years ago hasn’t started yet. Where is the development at?”
ASafe“Player development takes time. We’re committed to the process.”
IMPACT**FH -2
BBold“He’s not where we expected him to be at this stage. That’s reality and we’re not hiding from it.”
IMPACT**FH +1
CHonest“Development has been slower than projected. But the ceiling hasn’t changed. We see it every day in practice.”
IMPACT**FH 0
Q29PLAYER-SPECIFICTRIGGER: INJURY_STAR
“[Player] has been ruled out for the season. How does this affect your plans?”
ASafe“Obviously a significant loss. But the next-man-up mentality is real in this locker room.”
IMPACT**FH 0

B

Bold

“I’ll be exploring every option available — trades, the street, our practice squad. We’re not folding.”

IMPACT

FH +2 | MOR +2 | CLT +2

BLITZ: “GM goes into attack mode after season-ending injury to star”

CHonest“Devastating for him personally — that’s my first concern. For the team, we adapt. We’ve done it before.”
IMPACT**FH +2
Q30PLAYER-SPECIFICTRIGGER: GENERAL
“Your starting running back has fumbled five times in the last six games. Is he still your starter?”
ASafe“Yes. He’s our starter.”
IMPACT**PL +2
BBold“Those are conversations for the coaching staff, not press conferences.”
IMPACT**FH -1
CHonest“Fumbling is the one thing that will get you benched. We’ll see how he responds.”
IMPACT**PL -2
Q31PLAYER-SPECIFICTRIGGER: TRADE_DEADLINE
“Reports say you were 30 minutes away from trading [Player] before the deadline. Is that accurate?”
ASafe“I don’t comment on trades that didn’t happen.”
IMPACT**FH -1
BBold“I look at everything. That’s my job. But I didn’t pull the trigger for a reason.”
IMPACT**FH +1

C

Honest

“The reports are exaggerated. We were nowhere near trading him.”

IMPACT

PL +2 | FH 0 | CLT -1

⚠ If later proven false: OP -3, CLT -3

Q32PLAYER-SPECIFICTRIGGER: SOCIAL_MEDIA
“[Player] publicly criticized the coaching staff on social media last night. What happens now?”
ASafe“We handle things internally. Those matters stay in the building.”
IMPACT**FH -1

B

Bold

“That’s not how we operate here. Full stop. And he knows that now.”

IMPACT

FH +2 | PL -2 | MOR +2 | CLT +2

BLITZ: “GM shuts down player’s social media outburst with no ambiguity”

CHonest“It came from a place of frustration, which tells me the player cares. We’ll channel that.”
IMPACT**PL +1
Q33PLAYER-SPECIFICTRIGGER: RETIREMENT
“[Veteran] is reportedly considering retirement. Have you spoken with him?”
ASafe“Those are personal conversations and I’ll keep them private.”
IMPACT**PL +1
BBold“We’ve talked. Whatever he decides, I’m supportive. He’s given this organization everything.”
IMPACT**PL +3
CHonest“I’m not ready to let him walk out the door. We’ll have further conversations.”
IMPACT**PL +2
Q34PLAYER-SPECIFICTRIGGER: ARREST
“A player was arrested last night. What’s your statement and what’s the timeline on a decision?”
ASafe“We’re aware of the situation and will conduct a thorough review before any decision.”
IMPACT**FH 0

B

Bold

“The player has been suspended indefinitely pending a full investigation. We have a standard here.”

IMPACT

FH +2 | MOR +1 | PL -4 | CLT +2

BLITZ: “GM takes hard line after player arrest: indefinite suspension”

CHonest“We take matters like this extremely seriously. The player understands where we stand. More to come.”
IMPACT**FH +1
Q35PLAYER-SPECIFICTRIGGER: SIDELINE_INCIDENT
“Your defensive captain was in a heated exchange with the DC on the sideline. What happened?”
ASafe“Competition brings out passion. That’s football.”
IMPACT**FH 0
BBold“I’ll be talking to both of them. That can’t happen in public regardless of what’s being communicated.”
IMPACT**FH +1
CHonest“I watched it. Two competitors who both want to win. I’ll take that over apathy every day.”
IMPACT**FH +2
Q36PLAYER-SPECIFICTRIGGER: ROSTER_LEAK
“A leaked report says you’ve already decided to release [Player] in the offseason. True?”

A

Safe

“Those reports are not accurate. Roster decisions are made after the season.”

IMPACT

PL +2 | FH 0 | CLT -1

⚠ If later proven true: OP -3, CLT -3

BBold“I evaluate every roster spot every offseason. I won’t comment on specific players.”
IMPACT**PL -1
CHonest“There’s no final decision. But I evaluate production and value. I’ll be transparent about that.”
IMPACT**PL -2
Q37PLAYER-SPECIFICTRIGGER: MVP_AWARD
“[Player] just won the league MVP. Does that complicate his upcoming contract negotiations?”
ASafe“It reflects a player performing at an elite level. We’re proud of him.”
IMPACT**PL +2
BBold“We always pay our best players. This just confirms what we already knew.”
IMPACT**OP -1
CHonest“Let him enjoy it first. Then we’ll have that conversation at the right time.”
IMPACT**PL +1
Q38PLAYER-SPECIFICTRIGGER: BACKUP_IMPRESSES
“Your backup QB played brilliantly in relief. Is there a starting competition now?”

A

Safe

“We’ll evaluate everything in the offseason. Both guys are assets.”

IMPACT

FH +1 | PL -1 | CLT 0

⚠ PL applies to starter

B

Bold

“He played great. But we know who our starter is. This league will humble you fast.”

IMPACT

FH +1 | PL +2 | CLT 0

⚠ PL applies to starter

CHonest“Competition makes everyone better. That’s the kind of problem I want to have.”
IMPACT**FH +2
Q39PLAYER-SPECIFICTRIGGER: BENCHING
“[Star Player] was benched in the fourth quarter of a close game. Performance or discipline decision?”
ASafe“That was a coaching decision. I defer to the staff on in-game calls.”
IMPACT**HCT 0
BBold“Every decision in a close game is a performance decision. Nothing more to it.”
IMPACT**PL -1
CHonest“The coaches made a call in the moment and I support it. I’m not going to add to the noise.”
IMPACT**HCT -1
Q40PLAYER-SPECIFICTRIGGER: FORMER_PLAYER
“A former player said publicly this organization didn’t appreciate him. Any response?”
ASafe“I have nothing but respect for him and wish him well.”
IMPACT**FH 0
BBold“We made decisions in the best interest of this franchise. I stand completely behind them.”
IMPACT**FH +1
CHonest“That’s disappointing to hear. We always tried to do right by him. But I understand his frustration.”
IMPACT**FH +2
Q41PLAYER-SPECIFICTRIGGER: GENERAL
“An undrafted free agent is clearly outperforming your first-round pick from the same class. How do you evaluate that?”
ASafe“The draft is always inexact. We’re proud of both players.”
IMPACT**FH -2
BBold“It happens. He’s earned everything he has. That’s also a credit to our development staff.”
IMPACT**FH +2
CHonest“It’s a humbling business. Sometimes the board beats you. We’ll learn from it.”
IMPACT**FH +1
Q42PLAYER-SPECIFICTRIGGER: AGING_QB
“Your franchise QB just turned 37. What does the succession plan at quarterback look like?”
ASafe“Right now the plan is winning with him. He’s not done.”
IMPACT**PL +3
BBold“Any good GM is always planning for the future. That includes the QB position.”
IMPACT**PL -2
CHonest“We’re addressing the position through the draft and the market. He knows that and supports it.”
IMPACT**PL -1

◆ COACHING STAFF

Q43COACHING STAFFTRIGGER: GENERAL
“The HC went for it on 4th-and-7 from his own 28 down 3 in the fourth quarter. Do you support that?”
ASafe“I support my coaching staff.”
IMPACT**HCT -1
BBold“That’s a call I’d want to discuss further. It puts our defense in a difficult spot.”
IMPACT**HCT +3
CHonest“Analytics increasingly support aggressive fourth-down decisions. It was bold but not indefensible.”
IMPACT**FH +1
Q44COACHING STAFFTRIGGER: COACH_RUMOR
“Reports say your head coach is interviewing for another team’s head coaching vacancy. Is that accurate?”
ASafe“Coach is under contract. I don’t comment on rumors.”
IMPACT**FH -1

B

Bold

“If that’s true, it’s the first I’m hearing of it and it would be a significant breach of trust.”

IMPACT

FH +1 | HCT +4 | CLT 0

BLITZ: “GM reacts to shock HC interview report: ‘breach of trust’”

CHonest“I’ll speak directly with Coach. That’s how we handle things here.”
IMPACT**FH 0
Q45COACHING STAFFTRIGGER: GENERAL
“There are growing calls to fire the offensive coordinator. Where do you stand?”
ASafe“The OC has my full confidence.”
IMPACT**FH -3
BBold“No one is immune to evaluation. But I make those decisions — not fan polls.”
IMPACT**FH +1

C

Honest

“I’ve had frank conversations with the OC. The offense needs to improve and he knows that.”

IMPACT

FH +2 | HCT +2 | CLT +2

BLITZ: “GM delivers frank message to OC: improve or face consequences”

Q46COACHING STAFFTRIGGER: LOSS_STREAK_5
“Would you consider firing the head coach with six games remaining in the season?”
ASafe“I don’t answer hypotheticals.”
IMPACT**FH -2

B

Bold

“My responsibility is to this franchise. I’ll make whatever decision is right for them.”

IMPACT

FH +2 | HCT +4 | MOR -2 | CLT +1

BLITZ: “GM refuses to take midseason firing off the table”

CHonest“Mid-season changes rarely work. But nothing is ever off the table.”
IMPACT**FH +1
Q47COACHING STAFFTRIGGER: COORDINATOR_INTEREST
“Reports say your DC is the top candidate for a head coaching job elsewhere. Does that concern you?”
ASafe“He’s fully focused on what we’re doing here.”
IMPACT**FH 0
BBold“Great coaches attract attention. I’d be disappointed to lose him, but I can’t stand in the way of opportunity.”
IMPACT**FH +1
CHonest“We’ve had conversations and I’m confident he wants to be here.”
IMPACT**FH +1
Q48COACHING STAFFTRIGGER: HC_QB_TENSION
“Reports suggest the head coach and your franchise QB aren’t seeing eye to eye. Is that a concern?”
ASafe“Two competitive people who want the same thing. I’ll leave it there.”
IMPACT**FH 0
BBold“Two competitors who both want to win will clash. My job is to make sure it produces results.”
IMPACT**FH +1
CHonest“I’ve talked to both of them. We’re aligned. The reports are overblown.”
IMPACT**FH 0
Q49COACHING STAFFTRIGGER: COORDINATOR_HIRE
“You hired a coordinator directly from a division rival. Any concern about competitive intelligence?”
ASafe“We followed every league protocol. There’s nothing improper here.”
IMPACT**FH 0
BBold“We hired the best candidate available. Every team does that.”
IMPACT**FH +1
CHonest“We were careful and thorough in the process. We didn’t do anything every other team wouldn’t do.”
IMPACT**FH 0
Q50COACHING STAFFTRIGGER: CLOCK_MANAGEMENT
“The HC burned two timeouts before halftime in what many call a major error. Is that fireable?”
ASafe“I’ll evaluate the situation after reviewing film.”
IMPACT**FH -1
BBold“One clock management error doesn’t define a coach. But you can’t have those in close games.”
IMPACT**FH +2
CHonest“No. But it can’t happen again. I’ll leave it at that.”
IMPACT**FH +1
Q51COACHING STAFFTRIGGER: GENERAL
“How involved are you in gameday decisions versus leaving that entirely to the coaching staff?”
ASafe“The coaching staff coaches. I build the roster. That’s the deal.”
IMPACT**HCT -2
BBold“I’m always available to the coaching staff, but I don’t make in-game calls. That’s not my role.”
IMPACT**HCT -1
CHonest“There’s always a dialogue, especially on personnel decisions. But on gameday, it’s their show.”
IMPACT**HCT 0
Q52COACHING STAFFTRIGGER: HC_DRAFT_DISAGREEMENT
“A report says the HC wanted a different pick than what you selected in the draft. Is that true?”
ASafe“The coaching staff has full input into our process. We were aligned.”
IMPACT**HCT 0

B

Bold

“There’s healthy debate in any draft room. I make the final call and I stand behind it.”

IMPACT

HCT +2 | FH +1 | CLT +2

BLITZ: “GM confirms friction with HC over draft pick — owns the decision”

CHonest“That report is inaccurate. We were on the same page.”
IMPACT**HCT -1

◆ DRAFT & PROSPECTS

Q53DRAFT & PROSPECTSTRIGGER: PRE_DRAFT
“You hold the third overall pick and mock drafts have you taking a QB. Is that locked in?”
ASafe“We’ve done our work. We feel very good about where we are.”
IMPACT**FH +1

B

Bold

“I’m not going to show my hand. Other GMs are watching these pressers too.”

IMPACT

FH +2 | CLT +2

BLITZ: “Tight-lipped GM turns draft presser into its own chess match”

CHonest“QB is the most important position in football. If the right one is there, you take him.”
IMPACT**FH +2
Q54DRAFT & PROSPECTSTRIGGER: PRE_DRAFT
“Multiple teams are reportedly offering massive packages to trade up to your spot. What’s your price?”
ASafe“I’ll always listen. Moving picks is part of this business.”
IMPACT**FH +1
BBold“My price is a package that sets this franchise up for the next decade. It’s a very high bar.”
IMPACT**FH +2
CHonest“If someone wants to hand us the crown jewels, we’d consider it. It has to be overwhelming.”
IMPACT**FH +3
Q55DRAFT & PROSPECTSTRIGGER: PRE_DRAFT
“The consensus top prospect failed his physical at your facility. Does he fall off your board?”
ASafe“We’ll get independent medical opinions before any decision.”
IMPACT**FH 0
BBold“Medical information is confidential. But we do full due diligence on every prospect.”
IMPACT**FH 0
CHonest“It gives us pause. How much pause? We’ll know more in the next week.”
IMPACT**FH +1
Q56DRAFT & PROSPECTSTRIGGER: POST_DRAFT
“You passed on the highest-graded player on the board for a position of need. Walk us through that.”
ASafe“We felt strongly about this player and the position. We stand by it.”
IMPACT**FH 0
BBold“Best player available is a strategy, not a rule. Sometimes need and value align perfectly.”
IMPACT**FH +1
CHonest“Three years from now you’ll understand why. We have a plan and this fits it.”
IMPACT**FH +1
Q57DRAFT & PROSPECTSTRIGGER: PRE_DRAFT
“A prospect your team is linked to had significant character concerns surface at the combine. Still in play?”
ASafe“We vet every player thoroughly. More than the public ever sees.”
IMPACT**FH 0
BBold“Character is a core part of our evaluation. There’s a reason concerns affect draft position.”
IMPACT**FH +1
CHonest“We’ve done our homework on this player. I’ll leave it at that.”
IMPACT**FH 0
Q58DRAFT & PROSPECTSTRIGGER: REBUILD
“Is acquiring a franchise quarterback through the draft your top priority in the next two years?”
ASafe“QB is always a priority. Finding the right one takes time.”
IMPACT**FH +1

B

Bold

“Yes. And I’m willing to do what it takes to get there — including trading up.”

IMPACT

FH +3 | CLT +2

BLITZ: “GM issues rare public commitment: franchise QB coming one way or another”

CHonest“That’s where we’re focused. It might take one more year. But we’ll get there — I promise that.”
IMPACT**OP +2
Q59DRAFT & PROSPECTSTRIGGER: POST_DRAFT
“The national media gave your draft class a D-plus. How do you respond?”
ASafe“Analysts grade reputation, not players. We graded players.”
IMPACT**FH +2

B

Bold

“The same analysts gave us D’s three years ago. Those players are now starting on playoff teams.”

IMPACT

FH +3 | CLT +3

BLITZ: “GM cites track record in defiant response to draft grades”

CHonest“Draft grades given within 24 hours are basically worthless. Check back in three years.”
IMPACT**FH +2
Q60DRAFT & PROSPECTSTRIGGER: GENERAL
“You traded away first-round picks in each of the next two years. Any regret there?”
ASafe“Those were calculated decisions to win now. We stand by them.”
IMPACT**OP -1
BBold“If we win, there’s no regret. If we don’t, it’ll be fair to ask that again.”
IMPACT**OP 0
CHonest“You never want to be without high picks. But the players we got in return will prove the trade worthwhile.”
IMPACT**OP 0
Q61DRAFT & PROSPECTSTRIGGER: POST_DRAFT
“You passed on a prospect in round 3 that other teams loved but you had injury concerns on. Whose call was that?”
ASafe“A collective evaluation — medical staff, scouts, my call ultimately.”
IMPACT**FH 0
BBold“Mine. You can’t gamble on someone who might not play. We need players on the field.”
IMPACT**FH +1
CHonest“Risk versus reward. In this case, the risk outweighed the upside for us.”
IMPACT**FH +1
Q62DRAFT & PROSPECTSTRIGGER: GENERAL
“Your second-round pick from two drafts ago never developed. What went wrong in that evaluation?”
ASafe“Development isn’t linear. We still believe in that player.”
IMPACT**FH -2
BBold“We got it wrong. We identified him at college level but missed developmental markers at the next level.”
IMPACT**FH +1
CHonest“I take that one personally. It was on me and my staff. We’ll learn from it.”
IMPACT**FH +2
Q63DRAFT & PROSPECTSTRIGGER: PRE_DRAFT
“Mock drafts have you taking a receiver, but your biggest need is clearly offensive line. Which way do you lean?”
ASafe“I’ll tell you after we make the pick.”
IMPACT**FH +1
BBold“In the first round, you take the best player available. Always.”
IMPACT**FH +2
CHonest“Our board will dictate the decision. We don’t draft to satisfy analysts.”
IMPACT**FH +1
Q64DRAFT & PROSPECTSTRIGGER: STAFF_POACHING
“Reports say another team is pursuing your head of scouting. How do you plan to keep him?”
ASafe“He’s been a great asset. We’ll do what we can.”
IMPACT**FH 0
BBold“Great scouts attract attention. I’d be disappointed to lose him but I can’t stand in the way of opportunity.”
IMPACT**FH +1
CHonest“I’m going to fight to keep him. He’s a significant reason for our draft success.”
IMPACT**FH +2
Q65DRAFT & PROSPECTSTRIGGER: TANKING_QUESTION
“There’s a generational QB prospect in next year’s draft. Does that change how you approach the rest of this season?”
ASafe“We compete every Sunday. Full stop.”
IMPACT**OP +1

B

Bold

“We don’t tank. We never have and we never will.”

IMPACT

OP +2 | FH +3 | MOR +3 | CLT +2

BLITZ: “GM refuses to tank for franchise QB — calls it a non-starter”

CHonest“Our job is to win football games. Draft positioning takes care of itself.”
IMPACT**FH +2
Q66DRAFT & PROSPECTSTRIGGER: REBUILD
“You’ve drafted for the future for three straight seasons. When does the competitive window open?”
ASafe“When it opens, you’ll know. We’re building something real.”
IMPACT**FH 0

B

Bold

“Next season. I’m done being patient. We have the talent — now we perform.”

IMPACT

OP +2 | FH +3 | MOR +2 | CLT +1

BLITZ: “GM draws a line: rebuild era is over — next year we compete”

CHonest“We’re closer than people realize. This offseason is the one that pushes us over the edge.”
IMPACT**OP +1
Q67DRAFT & PROSPECTSTRIGGER: GENERAL
“Your 2nd-round pick from three seasons ago never panned out. In retrospect, what did you miss?”
ASafe“Sometimes projections don’t translate. It happens to everyone.”
IMPACT**FH -1
BBold“We misjudged how his skill set would develop at the next level. The college-to-pro translation wasn’t there.”
IMPACT**FH +1
CHonest“I evaluated that one personally and I got it wrong. That’s on me.”
IMPACT**FH +2

◆ FREE AGENCY & CONTRACTS

Q68FREE AGENCY & CONTRACTSTRIGGER: FA_LOSS
“You lost your best pass rusher to a division rival in free agency. How does that happen?”
ASafe“Sometimes the market goes places you can’t follow. We’ll add depth through other means.”
IMPACT**OP -1
BBold“We had a number and they exceeded it. I won’t overpay for any player — even the best ones.”
IMPACT**OP +1
CHonest“That one hurts. But guaranteeing a contract I didn’t believe in wasn’t something I was willing to do.”
IMPACT**OP +1
Q69FREE AGENCY & CONTRACTSTRIGGER: RISKY_SIGNING
“You signed a player coming off a torn ACL to a significant deal. How confident are you in that recovery?”
ASafe“We did extensive medical due diligence. We’re confident in what we saw.”
IMPACT**FH +1
BBold“High risk, high reward. We evaluated him at 100% health and he’s elite. We’re betting he gets back.”
IMPACT**FH +2
CHonest“Our medical staff has a strong track record on ACL recoveries. We trust their assessment completely.”
IMPACT**FH +1
Q70FREE AGENCY & CONTRACTSTRIGGER: ROSTER_MOVE
“You released a fan-favorite veteran to clear cap space. Can you explain that decision?”
ASafe“These are never easy. We thank him for everything he gave this organization.”
IMPACT**FH -2
BBold“Business decisions aren’t always popular. We have to build the best team with the resources we have.”
IMPACT**OP +1
CHonest“We were transparent with him about our cap situation. He understood. This was mutual.”
IMPACT**FH 0
Q71FREE AGENCY & CONTRACTSTRIGGER: GENERAL
“A player you released in the offseason just had a Pro Bowl season for another team. Any regrets?”
ASafe“We wish him well. The decision was right for us at the time.”
IMPACT**FH -2
BBold“Good for him. We evaluated the contract versus production and made a decision. Sometimes they go against you.”
IMPACT**FH 0
CHonest“It stings. I’ll be honest. But you can’t second-guess every cap decision. You make the call and move forward.”
IMPACT**FH +2
Q72FREE AGENCY & CONTRACTSTRIGGER: OVER_CAP
“Your team is $22 million over the projected cap. Walk us through the path to compliance.”
ASafe“We have a clear plan and will be compliant by the start of the league year.”
IMPACT**OP -1
BBold“We have restructures available and some difficult but necessary roster decisions to make. We’ll get there.”
IMPACT**OP 0
CHonest“We put ourselves here by building a winner. That’s the problem I want. We’ll solve it.”
IMPACT**OP 0
Q73FREE AGENCY & CONTRACTSTRIGGER: FA_MISS
“Reports say you offered a record contract to a top free agent and he chose another team. Can you confirm?”
ASafe“I don’t confirm or deny individual negotiations.”
IMPACT**FH -1
BBold“We were in it. He made a different choice. We respect that and move on.”
IMPACT**FH +1
CHonest“We made a strong offer and it wasn’t enough. Sometimes fit is about more than money.”
IMPACT**FH +1
Q74FREE AGENCY & CONTRACTSTRIGGER: MARKET_CONCERN
“Your team keeps losing marquee free agents to bigger markets. Is that a sustainable problem?”
ASafe“Great players want to win. We’ll keep building a winner and the players will come.”
IMPACT**FH 0
BBold“The best free agents want championships. When we’re clearly a contender, this issue disappears.”
IMPACT**FH +1
CHonest“Market size is a factor and I won’t pretend otherwise. We counter it by developing our own players.”
IMPACT**FH +1
Q75FREE AGENCY & CONTRACTSTRIGGER: OFFSEASON
“You’ve restructured four contracts this offseason. Is that a sustainable cap strategy?”
ASafe“Every tool in the cap toolkit is legitimate. Restructures are one of them.”
IMPACT**OP -1
BBold“We did it to win now. In two years we’ll deal with the consequences. Right now, our window is open.”
IMPACT**OP -1
CHonest“We modeled this carefully. The structure makes sense for where this team is in its competitive window.”
IMPACT**OP 0
Q76FREE AGENCY & CONTRACTSTRIGGER: GENERAL
“You’ve signed two key players from the same division rival in 48 hours. Is there a pipeline?”
ASafe“We pursue talent wherever it is.”
IMPACT**FH +1
BBold“When an organization goes through change, there’s opportunity. We moved on it.”
IMPACT**FH +2

C

Honest

“Let’s just say we’ve done our homework on their roster for years. Now we’re cashing in.”

IMPACT

FH +3 | CLT +2

BLITZ: “GM gets revenge on rival — twice in 48 hours”

Q77FREE AGENCY & CONTRACTSTRIGGER: AGENT_COMPLAINT
“A player’s agent accused you publicly of negotiating in bad faith. Your response?”
ASafe“We conduct all negotiations with integrity. That accusation is false.”
IMPACT**FH 0
BBold“Agents say things when a deal doesn’t go their way. I stand completely behind our process.”
IMPACT**FH +1
CHonest“I’d invite anyone to review how we do business. Our word has always been our bond.”
IMPACT**FH +1

◆ OWNER RELATIONSHIP

Q78OWNER RELATIONSHIPTRIGGER: HOT_SEAT
“The owner reportedly gave you a ‘win or else’ ultimatum entering this season. Is that accurate?”
ASafe“The owner and I have regular conversations. I’m not going to characterize them.”
IMPACT**OP 0

B

Bold

“Every season is a ‘win or else’ season for me personally. That’s how I approach my job.”

IMPACT

OP +2 | FH +2 | CLT +2

BLITZ: “GM reframes hot seat talk: every season is win-or-else for me”

CHonest“The owner and I are completely aligned on expectations. I’ll leave it at that.”
IMPACT**OP +1
Q79OWNER RELATIONSHIPTRIGGER: JOB_SECURITY
“Speculation about your job security is growing. Does that distract you from doing your job?”
ASafe“Not at all. I control what I control.”
IMPACT**OP +1
BBold“If I worried about job security every time things got hard, I’d be in the wrong business.”
IMPACT**OP +1
CHonest“The only job security in this league is winning. I know that better than anyone.”
IMPACT**OP +2
Q80OWNER RELATIONSHIPTRIGGER: GENERAL
“Are you and the owner fully aligned on the direction of this franchise?”
ASafe“We are. We talk multiple times a week.”
IMPACT**OP +1
BBold“We have the same ultimate goal. How we get there — we have healthy debates.”
IMPACT**OP 0
CHonest“No working relationship is without tension. But fundamentally we want the same thing.”
IMPACT**OP 0
Q81OWNER RELATIONSHIPTRIGGER: OWNER_VETO
“Reports say the owner vetoed your biggest offseason trade proposal. Is that accurate?”
ASafe“The owner is involved in significant decisions. That’s his right.”
IMPACT**OP +1
BBold“Every major move goes through ownership. That’s how it works everywhere.”
IMPACT**OP +1
CHonest“I’m not going to confirm any specific trade discussions. We’re aligned on strategy.”
IMPACT**OP 0
Q82OWNER RELATIONSHIPTRIGGER: OWNER_VISIBLE
“Cameras captured the owner looking visibly unhappy in the press box. Is the relationship strained?”
ASafe“He’s a passionate owner who wants to win. I’d worry if he didn’t look unhappy after that.”
IMPACT**OP +1
BBold“I’d let him speak for himself on that.”
IMPACT**OP -1
CHonest“We talked after the game. He’s frustrated. I’m frustrated. We’re aligned in wanting better.”
IMPACT**OP +1
Q83OWNER RELATIONSHIPTRIGGER: LEGACY
“If your tenure here ended tomorrow, how would you want it remembered?”
ASafe“As someone who gave everything to build this franchise the right way.”
IMPACT**FH +2
BBold“As someone who laid a foundation for championships — even if I didn’t see all of them.”
IMPACT**FH +3
CHonest“That’s not a question I’m entertaining. I’m focused on what’s ahead, not assigned legacies.”
IMPACT**FH +1
Q84OWNER RELATIONSHIPTRIGGER: OWNERSHIP_CHANGE
“Reports of a potential ownership sale are circulating. Does that affect your ability to recruit players?”
ASafe“That’s above my pay grade. My focus is on football.”
IMPACT**FH -1
BBold“Until anything is confirmed, we operate as normal. Free agents want to win. We plan to win.”
IMPACT**FH +1
CHonest“I’ve spoken directly with ownership. I’m not concerned about our direction.”
IMPACT**OP +1
Q85OWNER RELATIONSHIPTRIGGER: OWNER_PUBLIC_STATEMENT
“The owner issued a public statement calling last night’s performance ‘unacceptable.’ Do you feel undermined?”
ASafe“He has every right to say what he thinks. It was unacceptable.”
IMPACT**OP +2
BBold“I’d prefer those conversations happen internally. But I understand his frustration.”
IMPACT**OP -1
CHonest“He and I have already spoken. We’re aligned on what needs to change.”
IMPACT**OP +1

◆ SCHEME & STRATEGY

Q86SCHEME & STRATEGYTRIGGER: SCHEME_CHANGE
“You changed the offensive scheme mid-season. Was the original approach a mistake?”
ASafe“Adaptation is part of this game. The best teams evolve.”
IMPACT**FH +1
BBold“Yes. We misread what our personnel could do in that system. I take responsibility for that.”
IMPACT**FH +2
CHonest“Not a mistake — a recalibration. When your data tells you something, you listen.”
IMPACT**FH +1
Q87SCHEME & STRATEGYTRIGGER: RED_ZONE
“Your team ranks 29th in red zone efficiency. Is a scheme change necessary?”
ASafe“The coaches are working on it. We trust the process.”
IMPACT**FH -2

B

Bold

“When you’re ranked 29th at anything in this league, something has to change. Yes.”

IMPACT

FH +3 | HCT +3 | CLT +1

BLITZ: “GM publicly demands scheme change after red zone disaster ranking”

CHonest“It’s a combination of scheme and execution. We’re addressing both this week.”
IMPACT**FH +1
Q88SCHEME & STRATEGYTRIGGER: DEFENSIVE_WEAKNESS
“Your defense ranks last against man coverage. Is that personnel or scheme?”
ASafe“Both. And we’re addressing both through the draft and free agency.”
IMPACT**FH +2
BBold“Scheme. We’re going to adjust how we deploy our corners going forward.”
IMPACT**FH +1
CHonest“We’ve identified the weakness. I don’t want to show our hand publicly on how we fix it.”
IMPACT**FH +1
Q89SCHEME & STRATEGYTRIGGER: NEW_HC_SCHEME
“Your new head coach wants a completely different offensive identity from what you had. Are you aligned?”
ASafe“Coach has my full trust on offensive philosophy.”
IMPACT**HCT -2
BBold“I hired him because he has convictions about how to win. I’m not going to second-guess that.”
IMPACT**HCT -2
CHonest“There was healthy back-and-forth in the process. We aligned. The fanbase will be excited.”
IMPACT**HCT -1
Q90SCHEME & STRATEGYTRIGGER: PASS_HEAVY
“You’re throwing the ball 65 percent of the time — among the highest in the league. Is that by design?”
ASafe“We play to our personnel strengths. We have elite pass-catchers.”
IMPACT**FH +1
BBold“The best offense is a great quarterback with weapons. We have both.”
IMPACT**FH +2
CHonest“Data supports a pass-heavy approach in this era. We’re not fighting the numbers.”
IMPACT**FH +1
Q91SCHEME & STRATEGYTRIGGER: THIRD_DOWN
“Opponents convert 94% of 3rd-and-short situations against you. What’s the fix?”
ASafe“We’re working on personnel and alignment in those situations.”
IMPACT**FH 0
BBold“I won’t give opponents a roadmap, but we’ve identified the issue and made changes this week.”
IMPACT**FH +2
CHonest“It starts with the front seven winning their one-on-one battles. That’s the fix.”
IMPACT**FH +1
Q92SCHEME & STRATEGYTRIGGER: RUN_GAME
“Your team averages 10 rushing attempts per game — last in the league. Is that intentional?”
ASafe“We run when the run is working. We don’t run to run.”
IMPACT**FH 0
BBold“Rushing yards are a stat. Points are what matter. We lead the league in points.”
IMPACT**FH +2
CHonest“We’d like to be more balanced. It’s on our draft board and free agency list.”
IMPACT**FH +1

◆ SEASON EXPECTATIONS / CAREER

Q93SEASON EXPECTATIONS / CAREERTRIGGER: OFFSEASON_START
“Going into the offseason, what is your single biggest priority?”
ASafe“Extending our key players and keeping the core together.”
IMPACT**FH +2
BBold“Finding our edge rusher. The team that rushes the passer wins in this league.”
IMPACT**FH +3
CHonest“Getting the right people in the room and trusting the process we’ve built.”
IMPACT**OP +1
Q94SEASON EXPECTATIONS / CAREERTRIGGER: MISSED_PLAYOFFS
“Three straight seasons without a playoff appearance. What does the fanbase hold onto?”
ASafe“The talent we’re accumulating. The draft picks. The plan we’ve built.”
IMPACT**OP -1

B

Bold

“They hold onto results — and I intend to give them results. I’m done asking for patience.”

IMPACT

OP +2 | FH +3 | MOR +2 | CLT +2

BLITZ: “GM draws line in the sand: done asking for patience after three straight misses”

CHonest“I understand the frustration. I share it. Next year is not a rebuild year. Next year we compete.”
IMPACT**OP +2
Q95SEASON EXPECTATIONS / CAREERTRIGGER: REBUILD_START
“You inherited a roster with major holes but 12 picks in the next draft. Walk us through your rebuild philosophy.”
ASafe“Patient, thorough, and intentional. We’re not going to rush this.”
IMPACT**OP -1
BBold“We build from the trenches out. Offensive and defensive line first, skill positions second.”
IMPACT**FH +2
CHonest“Picks are currency. We might not use all 12 ourselves — we’ll move around the board to get players we love.”
IMPACT**FH +2
Q96SEASON EXPECTATIONS / CAREERTRIGGER: FAN_APPROVAL
“A poll shows your franchise has the lowest fan approval rating in the league. Your reaction?”
ASafe“I’ve seen the poll. Winning fixes everything. That’s our response.”
IMPACT**FH +1

B

Bold

“That’s on me and I take it seriously. The fans are our bosses as much as the owner is.”

IMPACT

FH +3 | OP +1 | CLT +2

BLITZ: “GM takes ownership of fan dissatisfaction in disarming moment”

CHonest“I feel it personally. I carry it. And I’m going to be the GM who ends that drought.”
IMPACT**FH +3
Q97SEASON EXPECTATIONS / CAREERTRIGGER: YOUNG_GM
“You’re one of the youngest GMs in league history. Does your age ever work against you?”
ASafe“I let the work speak for itself.”
IMPACT**FH +1

B

Bold

“Every room I walk into, I know I have to earn it. That’s fine. I always have.”

IMPACT

FH +3 | CLT +2

BLITZ: “Young GM earns his respect the hard way — one room at a time”

CHonest“Age means nothing. Preparation and results are everything.”
IMPACT**FH +2
Q98SEASON EXPECTATIONS / CAREERTRIGGER: OFFSEASON_REVIEW
“Looking back on the season, what’s one decision you’d make differently?”
ASafe“I never look backward. Lessons, not regrets.”
IMPACT**FH 0

B

Bold

“Specifically? [Decision]. I’d make a different call there. I’ve made peace with it and moved on.”

IMPACT

FH +3 | CLT +3

BLITZ: “GM shows rare vulnerability: here’s exactly what I’d do differently”

CHonest“I’d have moved faster at the trade deadline. I second-guessed a deal I should have made.”
IMPACT**FH +2
Q99SEASON EXPECTATIONS / CAREERTRIGGER: MEDIA_CRITICISM
“A national analyst called your franchise the worst-run organization in the league. Do you disagree?”
ASafe“I don’t pay attention to those rankings.”
IMPACT**FH -2
BBold“I completely disagree. I can explain exactly why if you want me to.”
IMPACT**FH +2

C

Honest

“Write it down. Put it in a bulletin. Post it on the wall. We’ve been motivated by less.”

IMPACT

FH +4 | MOR +3 | CLT +2

BLITZ: “GM uses national media’s worst-run label as pure motivation”

Q100SEASON EXPECTATIONS / CAREERTRIGGER: CHAMPIONSHIP_DROUGHT
“It’s been eleven years since this franchise won a championship. Is that weight felt in the building?”
ASafe“Championships are the goal of every team. We feel the same urgency as anyone.”
IMPACT**FH 0

B

Bold

“Every single day. That’s why we come to work. The city deserves a champion and we’re going to give them one.”

IMPACT

OP +2 | FH +5 | MOR +3 | CLT +2

BLITZ: “GM makes public promise: we’re ending the drought — and he means it”

CHonest“I feel it personally. I carry it. And I’m going to be the GM who ends that drought.”
IMPACT**OP +2
26
Chapter

The Player Hall of Fame

Overview

BRANNGM: FOOTBALL ’26 — Hall of Fame Algorithm

All point values reduced by 20% from previous revision — making HOF harder to achieve

FactorDescriptionPoints
Super Bowl RingEach championship ring won as a rostered player+12 per ring
League MVPSeason MVP award+8
Super Bowl MVPSuper Bowl MVP award+4
1st-Team All-ProFirst-team All-Pro selection per season+4 each
2nd-Team All-ProSecond-team All-Pro selection per season+2 each
OPOY / DPOYOffensive or Defensive Player of the Year+4 each
LongevityYears active in the league (yearsPro), capped at 14+1 per yr, max 14
Generational TalentPlayer’s talent tier = .generational+10
Superstar TalentPlayer’s talent tier = .superstar+5
Position StatsPosition-specific career stat thresholds (see position sheets)Varies
TOTAL POSSIBLEScore capped at 99 (displayed as HOF probability %)0–99

HOF PROBABILITY LABELS

85–99First Ballot Lock
70–84First Ballot
55–69Strong Candidate
40–54On the Bubble
25–39Long Shot
0–24Unlikely

Source: 30 years NFL HOF inductee career stats (Pro Football Reference) + BrannGM: Football ’26 game design, 2026

QB

🏈 QB — HOF Scoring Thresholds

QBs need sustained volume + efficiency. Rings (+12 each) are the #1 multiplier.

Source: Pro Football Reference career stats (through 2024 season)

STAT THRESHOLDS (bracket scoring — higher threshold replaces lower)

StatTier 1Tier 2Tier 3Tier 4Tier 5Notes
Passing Yards≥20,000 yds +2 pts≥30,000 yds +4 pts≥40,000 yds +8 pts≥50,000 yds +13 pts≥65,000 yds +19 ptsyds
Passing TDs≥150 TDs +2 pts≥200 TDs +4 pts≥275 TDs +7 pts≥350 TDs +11 pts≥450 TDs +16 ptsTDs

ADDITIONAL FACTORS

TD:INT ≥ 3.5+8 ptsCareer TD:INT ratio ≥ 3.5 (min 500 att)
TD:INT ≥ 3.0+6 ptsCareer TD:INT ratio ≥ 3.0
TD:INT ≥ 2.5+3 ptsCareer TD:INT ratio ≥ 2.5
TD:INT ≥ 2.0+1 ptCareer TD:INT ratio ≥ 2.0
CMP% ≥ 68%+4 ptsCareer completion % ≥ 68% (min 500 att)
CMP% ≥ 64%+2 ptsCareer completion % ≥ 64%

REAL NFL HOF EXAMPLES

Tom Brady89,214 yds, 649 TDs, 7 rings, 3× MVP~99
Peyton Manning71,940 yds, 539 TDs, 2 rings, 5× MVP~90
Drew Brees80,358 yds, 571 TDs, 1 ring~84
Aaron Rodgers59,055 yds, 475 TDs, 1 ring, 4× MVP~82
Dan Marino61,361 yds, 420 TDs, 0 rings, 1× MVP~63 (0 rings)

RB

🏃 RB — HOF Scoring Thresholds

10,000 yards is the historic benchmark. Rings (+12 each) add huge weight.

Source: Pro Football Reference career stats (through 2024 season)

STAT THRESHOLDS (bracket scoring — higher threshold replaces lower)

StatTier 1Tier 2Tier 3Tier 4Tier 5Notes
Rushing Yards≥5,000 yds +2 pts≥8,000 yds +4 pts≥10,000 yds +8 pts≥12,000 yds +14 pts≥15,000 yds +19 ptsyds
Rushing TDs≥40 TDs +2 pts≥60 TDs +4 pts≥80 TDs +7 pts≥100 TDs +10 pts≥130 TDs +14 ptsTDs

REAL NFL HOF EXAMPLES

Emmitt Smith18,355 yds, 164 TDs, 3 rings~90
Barry Sanders15,269 yds, 99 TDs, 0 rings~73
LaDainian Tomlinson13,684 yds, 145 TDs, 0 rings~70
Adrian Peterson14,918 yds, 120 TDs, 0 rings~69

WR

🎯 WR — HOF Scoring Thresholds

10,000 yards + 700 catches = strong candidate. Jerry Rice is the ceiling.

Source: Pro Football Reference career stats (through 2024 season)

STAT THRESHOLDS (bracket scoring — higher threshold replaces lower)

StatTier 1Tier 2Tier 3Tier 4Tier 5Notes
Receiving Yards≥5,000 yds +2 pts≥8,000 yds +4 pts≥10,000 yds +8 pts≥13,000 yds +14 pts≥16,000 yds +19 ptsyds
Receptions≥300 rec +2 pts≥500 rec +4 pts≥750 rec +7 pts≥1,000 rec +12 pts≥1,300 rec +18 ptsrec
Receiving TDs≥40 TDs +2 pts≥65 TDs +4 pts≥90 TDs +7 pts≥120 TDs +11 pts≥160 TDs +16 ptsTDs

REAL NFL HOF EXAMPLES

Jerry Rice22,895 yds, 208 TDs, 1,549 rec, 3 rings~99
Randy Moss15,292 yds, 156 TDs, 982 rec, 1 ring~82
Terrell Owens15,934 yds, 153 TDs, 1,078 rec~78
Larry Fitzgerald17,492 yds, 121 TDs, 1,432 rec~80

TE

🏹 TE — HOF Scoring Thresholds

Tony Gonzalez set the modern standard. 700+ catches + 9,000 yards = strong candidate.

Source: Pro Football Reference career stats (through 2024 season)

STAT THRESHOLDS (bracket scoring — higher threshold replaces lower)

StatTier 1Tier 2Tier 3Tier 4Tier 5Notes
Receiving Yards≥3,000 yds +2 pts≥5,500 yds +4 pts≥7,500 yds +8 pts≥10,000 yds +13 pts≥13,000 yds +18 ptsyds
Receptions≥200 rec +2 pts≥400 rec +4 pts≥600 rec +8 pts≥800 rec +13 pts≥1,100 rec +18 ptsrec
Receiving TDs≥30 TDs +2 pts≥50 TDs +5 pts≥70 TDs +9 pts≥90 TDs +13 ptsTDs

REAL NFL HOF EXAMPLES

Tony Gonzalez15,127 yds, 111 TDs, 1,325 rec~93
Rob Gronkowski9,286 yds, 92 TDs, 621 rec, 4 rings~87
Shannon Sharpe10,060 yds, 62 TDs, 815 rec, 3 rings~76

DE-DT

💥 DE-DT — HOF Scoring Thresholds

100+ sacks is the HOF benchmark. Bruce Smith (200) and Reggie White (198) are the ceiling.

Source: Pro Football Reference career stats (through 2024 season)

STAT THRESHOLDS (bracket scoring — higher threshold replaces lower)

StatTier 1Tier 2Tier 3Tier 4Tier 5Notes
Career Sacks≥30 sacks +2 pts≥55 sacks +4 pts≥80 sacks +8 pts≥100 sacks +13 pts≥130 sacks +19 ptssacks
Forced Fumbles≥10 FFs +2 pts≥20 FFs +4 pts≥30 FFs +7 ptsFFs
Total Tackles≥300 tackles +1 pts≥500 tackles +2 pts≥700 tackles +4 ptstackles

REAL NFL HOF EXAMPLES

Reggie White198 sacks, 1,139 tkl, 33 FFs, 1 ring~89
Bruce Smith200 sacks, 1,225 tkl, 43 FFs~89
Michael Strahan141.5 sacks, 854 tkl, 1 ring~83
Dwight Freeney125.5 sacks, 576 tkl, 1 ring~73

LB

🛡️ LB — HOF Scoring Thresholds

Ray Lewis (2,059 tkl) and LT (132.5 sk) define the two HOF archetypes for LBs.

Source: Pro Football Reference career stats (through 2024 season)

STAT THRESHOLDS (bracket scoring — higher threshold replaces lower)

StatTier 1Tier 2Tier 3Tier 4Tier 5Notes
Total Tackles≥500 tackles +2 pts≥800 tackles +4 pts≥1,100 tackles +8 pts≥1,400 tackles +12 pts≥1,800 tackles +16 ptstackles
Career Sacks≥20 sacks +2 pts≥40 sacks +6 pts≥70 sacks +10 pts≥100 sacks +14 ptssacks
Interceptions≥10 INTs +2 pts≥20 INTs +6 pts≥30 INTs +10 ptsINTs
Forced Fumbles≥10 FFs +2 pts≥20 FFs +4 ptsFFs

REAL NFL HOF EXAMPLES

Ray Lewis2,059 tkl, 41.5 sk, 31 INT, 2 rings~87
Lawrence Taylor1,088 tkl, 132.5 sk, 2 rings, 1× MVP~87
Derrick Brooks1,715 tkl, 25 INT, 1 ring~79
Brian Urlacher1,354 tkl, 41.5 sk, 22 INT~65

CB

🔒 CB — HOF Scoring Thresholds

Interceptions are the #1 metric. 40+ INTs is near-automatic. Deion Sanders (53) = gold standard.

Source: Pro Football Reference career stats (through 2024 season)

STAT THRESHOLDS (bracket scoring — higher threshold replaces lower)

StatTier 1Tier 2Tier 3Tier 4Tier 5Notes
Career INTs≥10 INTs +2 pts≥20 INTs +5 pts≥30 INTs +10 pts≥40 INTs +14 pts≥55 INTs +21 ptsINTs
Pass Deflections≥30 PDs +2 pts≥50 PDs +4 pts≥75 PDs +7 pts≥100 PDs +10 ptsPDs
Forced Fumbles≥5 FFs +2 pts≥12 FFs +4 ptsFFs

REAL NFL HOF EXAMPLES

Deion Sanders53 INT, 2 rings~82
Rod Woodson71 INT, 1 ring~90
Charles Woodson65 INT, 1 ring, 1× MVP~90
Champ Bailey52 INT~71
Darrelle Revis29 INT, 1 ring~47

Safety

🦅 Safety — HOF Scoring Thresholds

Safeties need big INT totals OR massive tackle numbers. Ed Reed (64 INT) = gold standard.

Source: Pro Football Reference career stats (through 2024 season)

STAT THRESHOLDS (bracket scoring — higher threshold replaces lower)

StatTier 1Tier 2Tier 3Tier 4Tier 5Notes
Career INTs≥10 INTs +2 pts≥20 INTs +5 pts≥30 INTs +10 pts≥40 INTs +14 pts≥55 INTs +19 ptsINTs
Total Tackles≥400 tackles +2 pts≥700 tackles +4 pts≥900 tackles +8 pts≥1,100 tackles +11 ptstackles
Pass Deflections≥20 PDs +2 pts≥40 PDs +4 pts≥60 PDs +6 ptsPDs

REAL NFL HOF EXAMPLES

Ed Reed64 INT, 644 tkl, 1 ring~83
Ronnie Lott63 INT, 1,146 tkl, 4 rings~89
Troy Polamalu32 INT, 783 tkl, 2 rings~74
Brian Dawkins37 INT, 1,172 tkl~64

K

🥾 K — HOF Scoring Thresholds

Kickers are rarely inducted. 450+ FGM + high accuracy = strong candidate.

Source: Pro Football Reference career stats (through 2024 season)

STAT THRESHOLDS (bracket scoring — higher threshold replaces lower)

StatTier 1Tier 2Tier 3Tier 4Tier 5Notes
Field Goals Made≥150 FGM +2 pts≥250 FGM +5 pts≥350 FGM +10 pts≥450 FGM +14 pts≥550 FGM +21 ptsFGM

ADDITIONAL FACTORS

FG% ≥ 88%+10 ptsCareer FG% ≥ 88% (min 100 att)
FG% ≥ 84%+6 ptsCareer FG% ≥ 84%
FG% ≥ 80%+3 ptsCareer FG% ≥ 80%
FG% ≥ 75%+1 ptCareer FG% ≥ 75%

REAL NFL HOF EXAMPLES

Adam Vinatieri599 FGM, 83.9%, 4 rings~81
Morten Andersen565 FGM, 82.0%~74
Gary Anderson538 FGM, 83.1%~71
Jan Stenerud373 FGM, 66.8% (era)~45
Part
VI

Expanded Systems

A1
Expanded System

The BLITZ Gamecast

Every game can now be watched live through the BLITZ Gamecast: a broadcast-style screen with a live scoreboard, an angled field with a home-colored crowd, and four tabs (Gamecast, Play-by-Play, Stats, Box). Each play animates on the field — pass arcs trace to the catch point, runners advance dot by dot, kicks fly at the posts — while a black play card carries the story: the key men’s portraits, their running stat lines, and the outcome. The card never goes blank; it holds the last play’s full result until the next play is nearly done, and the down pills, score, and ball spot all update in one clean moment after the chains move.

Playback runs at a watchable broadcast pace by default with a speed button that climbs 1× · 2× · 4× · 8×. Hold anywhere to pause. Down, distance, and spot on every play row follow the NFL pre-snap convention — each row reads the situation the play started from, exactly like a real play-by-play log. On a touchdown, the crowd comes alive: seats pulse and flashbulbs pop around the stands.

A2
Expanded System

Penalties

A full penalty engine calls roughly six accepted flags per team per game, matching NFL rates. Real types with real enforcement: false starts, holding calls, delay of game, offside, defensive holding, pass interference, face masks, and roughing the passer — automatic first downs where the rulebook grants them, half-the-distance near the goal line. The flag lands on a named man, weighted toward low-composure players, and team discipline plus the coaching staff’s specialties tilt each team’s rate.

A3
Expanded System

Situational Football

The simulation now plays the full rulebook. Overtime: a 10-minute regular-season period where both teams are guaranteed a possession and ties are real; postseason periods keep coming until somebody wins. Two-point conversions follow the analytics chase chart. Onside kicks arrive on the real desperate-team cadence and are recovered under 10% of the time. Safeties produce free kicks. Punts and field goals can be blocked, returners muff punts, and kick and punt returns — including the rare house call — move the actual spot.

Fourth-down decisions come from a probability table measured on roughly 58,000 real NFL fourth downs, tilted to the modern aggressive era, with each head coach’s temperament bending the call. Clock management is real: spikes, kneels, hurry-up, and timeouts held for the two-minute drill.

A4
Expanded System

Schemes Call the Game

Coaching schemes now shape play calling, not just player fit. An Air Raid team passes in the mid-60s percent, a Run Heavy team in the high-40s — the real NFL team spread — layered over the down-and-distance tables, so the situation always keeps a vote. Throw depth is each scheme’s signature: Vertical Threat hunts deep shots, West Coast lives on timing routes and screens, Air Raid works the intermediate zones.

Defensive schemes have mechanical identity. Blitz Heavy genuinely raises sack rate but concedes to the quick game; Cover 3 smothers deep completions, bleeds underneath, and converts more interceptions; Cover 2 leaves the deep seams throwable and gets gashed by the power run; the 4-3 front remains the league’s run-stopper. These stack with the scheme-versus-scheme matchup table and archetype fits from the main manual.

A5
Expanded System

The League Talent Thermostat

The league self-corrects across decades. At the first season roll the league locks in its founding average team rating as a baseline; every draft class thereafter is biased up or down (within ±5 points of prospect ceiling) in proportion to how far the league has drifted from that baseline. Year 2075 plays at the same talent level as year 2026 — no long-term decay, no inflation.

A6
Expanded System

Ceilings That Live

The Anomaly — roughly once a season somewhere in the league, a player 24 or younger with good-or-elite work ethic simply becomes more than anyone projected: his ceiling jumps +4 to +8, and one in ten of those leaps is generational (+9 to +14). BLITZ announces it. This is the late-round pick who becomes the franchise.

Elite rooms raise ceilings — a position group coached at 88+ can add a point of potential per offseason to its under-27 players.

Ceilings age — from 27 a player’s potential squeezes toward his actual overall (harder at 29-30), and from 31 the card simply reads what he is. A young card is a projection; a veteran card is the truth — and trade value follows the same logic.

Specialists — kickers and punters cap at a 94 ceiling for life, and face a near-lockout at the Hall of Fame, matching the real Canton, which has admitted one punter ever.

A7
Expanded System

Staff Who Rise and Fall

Every staff rating — head coaches, coordinators, position coaches, scouts, physios — now moves in both directions. Young staff climb the steep part of the curve, the first years in a role teach the most, and winning accelerates growth; a coach under 40 on an 11-win team can jump two points in an offseason, creating the rising-star coordinator the carousel fights over. From the mid-50s age erodes ratings, steeply past 70. The carousel itself runs on real cadence: retirements by age, AI teams firing failed coaches, scheme-matched coordinator hires, and complete staffs — all seven position coaches — on every team.

A8
Expanded System

The GM’s Career Is a Story

Getting fired is a beginning, not an ending. The owner confronts you in his own words; you can plead for one more year at visible odds. Accept dismissal (or resign) and the BLITZ bulletin breaks the news, the GM Search opens with teams that want you, and the hire lands with an owner offer, a contract signed with your finger, and a HIRED bulletin over your new team’s home screen. Your record, honors, and reputation follow you. Owners themselves turn over — sales, retirements, and deaths bring new bosses with new personalities — and your salary rises with the market on renewals.

A9
Expanded System

Starting a Career

A new career asks how you want to begin. Season Opener hands you a ready team in week one. The Offseason simulates the season before your arrival — real standings, real awards, a real draft order — and starts you at the owner meeting with the full offseason ahead. Rosters come from a fresh randomized league every time, or from your own uploaded workbook (a template exports every player, team, coach, and owner field).

Scenario starts add curated challenges on Choose Your Team: THE LAUGHINGSTOCK (the league’s worst roster, made worse), CAP CRUNCH (a contender with its biggest deals 40% underwater), and THE AGING DYNASTY (the best roster in football with its core suddenly 29-and-older). Any team is still yours to take — the scenario team is the story. Five named save slots hold five careers, and Save As New Game branches any moment into a fresh slot.

A10
Expanded System

The BLITZ Media Layer

The league covers itself. A shared news ticker runs real league stories; the home screen leads with a ranked drama engine (never housekeeping); season previews and draft reviews are full BLITZ broadcasts with situational headline engines; weekly recaps, power rankings with real movement, players of the week on fantasy points, hot-seat coverage, and rumor mills scoped to your team round it out. Press conferences are BLITZ broadcasts too — stage-aware questions, tone choices with real gamble outcomes, and a walkout penalty.

RECORD WATCH — from midseason, BLITZ tracks the league’s stat leaders against the all-time single-season records: passing yards, passing touchdowns, rushing yards, receiving yards. When a leader’s pace puts a record in reach, the chase becomes a story; the week it falls, RECORD BROKEN leads the wire.

A11
Expanded System

Records, Legends, and the GOAT

League ▸ History carries all-time career records, single-season record cards with portraits, and best-draft-pick rankings by career peak. The Hall of Fame keeps every inductee’s portrait and fantasy-point totals, sorts by year or position, and crowns a BLITZ GOAT Ranking — a top five weighing rings, production (defense and tight ends adjusted), and peak, with quarterbacks on a slight curve and no offensive linemen or specialists eligible. Retired greats live on in memorable-player archives, retirement tributes, and the record book.

A12
Expanded System

Injured Reserve

Players out four-plus weeks are IR-eligible from the player card: the roster spot frees, the contract still pays, and season-ending designations behave like the real rule. All injuries heal across the offseason, with a conditioning toll on long-injury returns.

BRANN GM · Football ’26

Updates & Clarifications

Price — the launch price is $4.99 one-time (not $3.99). Everything included, no ads, no subscriptions, no in-app purchases — that part stands.

Defensive schemes — there are five: 4-3, 3-4, Cover 2, Cover 3, and Blitz Heavy. “Zone Heavy” was cut before implementation.

Team names — nicknames are randomized per league and editable; treat the in-game list as authoritative rather than the Chapter 1 table.

Field animation — the Gamecast is drawn with SwiftUI Canvas, not SpriteKit dots as Chapter 13 described, and exceeds the original spec.

Viewing modes — Watch (Gamecast), box-score reveal via Game Day, and sim-to-my-game / sim-week flows replaced the old Watch / Fast / Instant triad.

Part
VII

The Newest Systems

B1
New System

Free Agency 2.0

Free agency now runs as a dated, multi-week bidding market. Each free agent carries an interest read from his agent — a meter and a voice that tells you where your offer really stands — and named rival suitors who bid against you in real time. Advancing a window flashes your wins and losses before the next opens, and the re-signing phase carries the same bidding tension for your own expiring players. The salary cap is a hard wall: no signing can put you over, and a rookie-pool reserve warning protects the money your draft class will need. In-season signings prorate by the weeks remaining and arrive with an integration ramp — a man signed in November is not at full effect in November. Cutting or trading a player you signed that same offseason carries a real trust cost with agents and the locker room.

B2
New System

Record Watch, Milestones, and the Ring of Honor

The BLITZ now tracks players chasing single-season records with escalating alerts, and a record falling is a bulletin. Career milestones — yardage, touchdowns, sacks and the rest — fire their own bulletins as they pass. Every franchise keeps a Ring of Honor, and the greats who defined your team take their place in it.

B3
New System

Holdouts

Underpaid stars can now hold out. A declaration engine weighs the gap between a player’s deal and his market, his personality, and his leverage; a holdout removes him from the lineup, shows as a chip on his row, and opens a grievance panel with resolution paths — pay him, trade him, or wait him out at a morale price. CPU teams manage their own holdouts, and the press asks about yours.

B4
New System

The GM’s Career Arc

Your own contract now rises with your record, and the market renews CPU general managers at market rate too. Age matters: past 110 career-age points the owner opens succession talk, and at 120 retirement is forced, closing with a full career retrospective and a retired save state. The clout ladder is harsher at the bottom — a losing record reads like one.

B5
New System

Injuries, Live and Deeper

Injuries now happen on real plays inside the simulation — the broadcast shows the man go down, a banner names him, and his backup takes over mid-game — layered on the weekly roll. The injury catalog grew by more than twenty types across body regions, and each head physio’s specialty region genuinely prevents some injuries there and shortens the ones that land. League-wide frequency is tuned so a typical roster carries about two active injuries, matching a real training room. Injuries heal through the playoffs and fully over the offseason.

B6
New System

The Pro Bowl and the Awards Sheet

The Pro Bowl replaces All-Pro as the user-facing all-star honor: one roster per conference at traditional position counts, selected on season fantasy points, shown as NFC and AFC tabs on the Season Awards sheet and recorded on each player’s card. The awards list itself now carries a designed icon set — crown for MVP, shield for Defensive Player, sprout for the rookies, headset for Coach of the Year.

B7
New System

The Hall of Fame Plaque

Induction is now a full-screen ceremony between free agency and the draft. The leading vote-getter receives a gold plaque: his portrait cast in bronze, his career told in one engraved sentence — draft slot, seasons, championships, signature statistics, teams — with honor chips (always Champion, never Ring) and his team history as tags, your franchises filled in red. Additional inductees list below; tap any man for his full career card. A year with no inductees skips the ceremony.

B8
New System

NFL Statistical Calibration

The game engine was rebuilt against eleven seasons of real NFL data and verified by replaying a thousand simulated games against the benchmarks: roughly 23 points and 63 plays per team per game, 232 passing yards, 2.4 sacks, a 4.30 yards-per-carry league average, real red-zone compression, strip-sacks, defensive timeout usage, and punt-return rates. A second tuning pass brought the leaderboard tails to real ceilings: expect passing leaders near 5,200–5,500 yards and about 50 touchdowns, one or two 1,800-yard rushers in a big year, and sack leaders in the high teens with credit spread across the front.

B9
New System

A League That Spreads Apart

Each ownership era carries a hidden organizational quality tier that compounds every offseason: well-run franchises bank development on their young men while badly run ones bleed it from their veterans, and frugal owners barely shop free agency while aggressive ones keep buying. Over seasons the league spreads from the mid-60s to the high 90s instead of bunching in the 80s. Alongside it: early retirements are now rare (never before 26, uncommon through 31), a coach’s identity — portrait, rings, history — survives every role change in either direction, and an owner’s patience honors your legacy: recent rings and deep runs set floors one bad season cannot breach.

B10
New System

Share Cards

Three brag cards — Season Report, Champions, and Draft Steal — render from your real save at full social resolution in both Story (9:16) and Feed (4:5) formats, each with your crest, your numbers, and a pre-written challenge message ending in the download link. The champion can share straight from the parade. Shared images use World Champions and Conference Final wording.

B11
New System

Difficulty, Defined

Difficulty now does exactly one thing, and only to your own roster: Easy develops your players 20% faster, Hard 15% slower. Normal is neutral, and CPU rosters develop at the neutral rate on every setting — the league around you never gets artificially better or worse.

B12
New System

Updates & Clarifications

Where earlier chapters state the following, this section is current: single-season passing records should be read against a ~5,500-yard ceiling, which is where great seasons top out. ‘All-Pro’ as a user-facing honor is replaced by the Pro Bowl (All-Pro survives internally in historical records). The injury rate text in the Injury System Reference understates current frequency — about two active injuries per roster is the norm. A finished game’s scoreboard reads FINAL, with the OT tag only when overtime was played. All large numbers group thousands with commas regardless of device region. The Hall of Fame chapter’s near-black ceremony screen is replaced by the plaque described in B7.

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BRANN GM
Football ’26
© 2026 BRANN Holdings
BRANN GM Football ’26 is a work of fiction. All teams, players, and personalities are fictional. All characters and entities appearing in this work are fictitious. Any resemblance to real persons or entities, living or dead, is purely coincidental.
© 2026 BRANN Holdings. All rights reserved.