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Re: Game turn sequence

By Kababmaster
1/14/2024 6:52 am
Hi All,

I'm in a league that spins in about 18 hours from now (not midweek). At present, I have 51 players on my roster...I think the maximum I'm allowed is 53. I have decided to cut 5 players and sign 5 FA's.

I think I'm right in saying if I go over 53 players....an auto-cut occurs(?) Do the above roster movements put me in an auto-cut scenario during this turn/spin?
Last edited at 1/14/2024 6:53 am

Re: Game turn sequence

By raidergreg69
1/14/2024 10:12 am
It shouldn't since you are also cutting players

Re: Game turn sequence

By raidergreg69
1/14/2024 10:15 am
You do need at least 45 active for the game and I'm not sure how the system handles your active roster. I presume the new signees are inactive but idk for sure.

Re: Game turn sequence

By Cjfred68
1/15/2024 11:51 am
Kababmaster wrote:
Hi All,

I'm in a league that spins in about 18 hours from now (not midweek). At present, I have 51 players on my roster...I think the maximum I'm allowed is 53. I have decided to cut 5 players and sign 5 FA's.

I think I'm right in saying if I go over 53 players....an auto-cut occurs(?) Do the above roster movements put me in an auto-cut scenario during this turn/spin?


No the 5 cuts happen before the game spin leaving you with 46 players all who will be active for the game and if the 5 players are signed they will be inactive for the game spin

Re: Game turn sequence

By TheWitchHunter
1/16/2024 6:47 pm
raidergreg69 wrote:
You do need at least 45 active for the game and I'm not sure how the system handles your active roster. I presume the new signees are inactive but idk for sure.


*46 min active.
all 5 cuts will happen (51-5 = 46)
all 5 signings may not.
any player signed will be added as inactive to your roster prior to the game sim regarding order of operations (sim is always the last to occur).
Since you cut to 46 players and offered contracts at game sim, all players currently on your roster must be active, as any FA signed will be inactive for the game sim.
I got some very good advice to do in-season FA contracts at midweek for simplicity, and that is what I practice.
Hope you won :)

Re: Game turn sequence

By TheWitchHunter
1/16/2024 6:58 pm
Good thing I had a bit of doubt and checked myself, had the big red number 45 active for tonight's game sim.
53 players under contract (53 max) • Active - 45 (46 max)

Perhaps this line on the depth chart should be "Active - 45 (46 min)"?
If less than 46 are inactive by the GM, then the AI will activate up to 46 for the game sim.
If there are less than 46 players on *any* team (regardless of GM/AI ownership), then the AI will auto-sign players from the list of available FAs, AND activate enough players to have 46 active for the game sim.
(edit) The AI does not consider player injury as I do when it comes to determine which players are active.

I'm pretty sure I got this right, but I don't know **** about **** (but I do know what Shin-O-la is!), and there's likely to be clarifications and corrections/additions.

Anyway. Good luck and great topic.
Last edited at 1/16/2024 7:05 pm

Re: Game turn sequence

By Cjfred68
1/16/2024 7:07 pm

Re: Game turn sequence

By Cjfred68
1/16/2024 7:11 pm

Re: Game turn sequence

By Cjfred68
1/16/2024 7:36 pm
My best advice is to always make roster moves during the mid-week Sim since you can be over 53 after mid-week and have a chance to correct it yourself.

Only during actual game Sims will the A.I. take over and "correct" the roster for you. You NEVER want the A.I. to make roster moves!!!!