Upon starting a game, if you immediately do a search for the youngest players available, you will see the youngest players available are age 13-14.
EHM allows a database to contain players younger than this, but they won't show up ingame until age 13-14.
You can even have players in a database that haven't even been born yet! They will appear "ingame" when they reach age 13-14.
The Attributes do not begin to change/develop until the player is actually ingame.
EHM can potentially change Attributes at startup! There are limitations, or checks and balances.
Here's some examples https://1drv.ms/x/s!AvTHo4MBaphkgQzwJKc ... x?e=oEL1ja
I don't know the exact formula(s) used or what the exact reasoning/pathways are for what gets altered and what doesn't.....but now I have some baseline numbers for new players entering the game (a helpful thing for a retro/historical database, or a "seeded" modern or fantasy database)
- ImActuallyAnOtter created a Prospect Generator, a tool that "seeds the database with future players" - Here's a thread about it https://www.ehmtheblueline.com/forums/v ... 97#p240397
- The current version is used by both TBL and ECK database (FYI there's also versions without the added prospects) - 100 years of prospects!
- The game determines the player Attributes for all players (including those that don't show up yet ingame) at startup. Using the EHM Assistant I exported these Attributes and compiled the data for players born between 2010 and 2099 (over 16K players); I exported the data at the Select GM stage.
Here’s a link to the spreadsheet https://1drv.ms/x/s!AvTHo4MBaphkgQrKNAd ... s?e=13ycBJ
The spreadsheet has 3 tabs - one each for Center, Defensemen and Goalie.
My understanding is wingers and centers are essentially the same except for the Faceoff Attribute.
Ideally I wanted to compile the winger data as well, but didn't; the goaltender tab just has the butterfly data.
From left to right there are three sections – the first covers CA/PA data, the second the Physical-Technical-Mental Attributes (with a couple columns averaging them), and the third section covers Offensive/Defensive Role and the Staff Attributes
Across the very top line I indicate which Attributes are permanent/never change, and which change very little (in comparison to the rest)
There are three different rows of data for each Player Role – one that includes all, one that includes just those whose starting CA was 70-80, and one for those whose starting CA is 40-50. For each Player Role, the average Attribute value for each Attribute is shown.
I hope to have the time to comment more in this thread in the future; I welcome anyone's comments/observations
One thing that stood out to me is how the center's skating Attributes (especially Speed and Acceleration) can be significantly different at startup depending on Player Role
- low/high range for Agility 10.1 - 12.8
- low/high range for Balance 8.1 - 12.7
- low/high range for Speed 3.1 – 12.6 (with all-around, defensive, defensive finesse, finesse, playmaker and sniper all starting at the low end, grinder in the middle, and defensive physical and enforcer at the high end!)
- low/high range for Acceleration 3.2 - 12.7 (with all-around, defensive, defensive finesse, finesse, playmaker and sniper all starting at the low end, and defensive physical and enforcer at the high end!)