Morale and personality

The human side of the roster, modeled as real inputs rather than flavor text.

Every player carries a set of personality and morale attributes that the simulation treats as real inputs, not flavor text. You see a short personality label and a current morale state. Underneath sits a richer model that influences how the player performs, how he develops, and how he behaves in negotiations and in the clubhouse.

Morale

Morale has a moderate effect on day-to-day performance, not minor and not dominant. A player riding high tends to play at or slightly above his attributes, while a chronically unhappy player tends to underperform them. Morale also feeds development: a prospect who is consistently miserable will not grow as well as a settled one, though that drag is modest compared to factors like age and work ethic.

Personality

Personality decides how a player responds to the things that move morale: playing time, contract fairness, winning, and his standing in the room. Greed is a significant factor in contracts and can sour morale fast when a player feels underpaid. Leadership works the other way. A high-leadership veteran has a positive pull on teammates, with some upside to both their performance and their development.

Not absolutes

Personalities are not absolutes. Two players with the same label can react differently to the same situation, and the engine can surface effects beyond the ones described here. We model the human side of a clubhouse the way a real front office experiences it, which is to say powerfully and never perfectly predictably.

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