Baseball Sim Methodology
Era-vs-era games
Players from different periods can share the same field because their ratings are normalized against their own league-season context.
Each player is judged in context first
A player season is not evaluated only by raw totals. Baseball conditions change across decades, so Baseball Sim first compares each player to the league-season environment he played in. Contact, power, plate discipline, pitching control, strikeout ability, fielding, and stamina are translated into ratings relative to that context.
That normalization lets a dead-ball star, a high-offense slugger, and a modern pitcher meet on a shared scale. A great season should look great because it stood out in its own environment, not merely because the league around it happened to produce more or fewer home runs, walks, or strikeouts.
Games use a neutral field philosophy
The current simulator treats era-vs-era games as neutral field matchups. It does not currently add separate era outcome multipliers that make every dead-ball game suppress home runs or every modern game increase strikeouts. The player ratings already carry the era-relative talent signal, and the game engine lets those ratings interact inside one shared run environment.
Ballpark factors still matter when a park is selected, and rules such as the designated hitter can change lineup construction. But the core question is not "what would the league environment force?" It is "how do these player seasons compare when their era context has already been accounted for?"
Single games stay noisy by design
Baseball has high variance, especially over one game. The simulation preserves that. An elite team has better odds, but it is not guaranteed to win. A weaker team can string together hits, benefit from defense, or catch a tired pitcher at the right time.
For more signal, users can play a series or season. Longer formats give the rating model, roster depth, pitcher stamina, and lineup quality more chances to matter.