Dynasty Guide by I Rock Ths
Version: 1.1 | Updated: 10/01/12
Table of Contents
- Getting Started
- Recruiting - Regular Season
- 10 Man Strategy
- Phone Calls
- Soft Commit
- How to choose New recruits in the season
- The Pitches
- Post Season
- Coaching Carosel
- Players Leaving
- Signing Day
- Position Changes
- Player Training
- Cut Players
- Conference Changes
- Frequently Asked Questions (FAQs)
NCAA Football 13 Dynasty Guide
Copyright 2012 Andrew Fox. This guide is my work, and is not for use in any method, print, electronic, or other, without my express, advance, written consent. Using this guide on any other website or as a part of any public display is prohibited as a violation of copyright.
This guide is written for the Xbox 360 version, but should be applicable to the PS3 version as well. Buttons will obviously be different when noted.
Version 1.0: My first take. A good start, hopefully will improve as I discover other techniques, tips, and tricks.
Version 1.2: Added a few things, made some corrections, and added play styles.
Contact Me: message me on Gamefaqs. My username is NOT I Rock Ths, it's FlameLord23. Hadn't thought of my awesomely awesome username yet.
Hey guys, another year, and I decided to get the new NCAA Football game. And like last year, I decided to write a guide for dynasty mode. With the recruiting revamp (again), I took a good long look at recruiting, and how it has changed, and I like it, as well as the whole mode. So here we go!
There's a couple things to consider when you want to get started. First, what is the purpose of your dynasty? Do you want to win it all from day one? Do you want to take over your favorite school and turn them into a powerhouse (if they aren't already one)? Or do you want to rebuild (or build) up a program from mediocrity to the top? Do you want to use a Team Builder Team and just have a little fun? The choice is yours.
There are a few tips before you start your dynasty, unless you want to just head in right away.
- Decide what you want to do. If you want to just take over your favorite school, then these tips probably don't apply to you. Just head in and start it up.
- If you aren't taking over a certain school regardless, then decide what your challenge is. Some challenges I and another have come up with are listed later. You can start one of these or create your own.
- Review the rosters. See if the players you have fit your play style well enough. If you run for 3000 yards a year, the school you choose is going to need a few good running backs (Halfbacks are injury prone in this game). If you tend to throw the ball every play, make sure you have a good quarterback and good receivers before you sign your contract. You can do this after you create your coach, but I prefer to do it before that point so I can decide where my coach's alma mater is for the achievement.
- CHECK YOUR RIVALS!!! The easiest promise is to have a winning record against rivals Freshman year, and beating a rival always helps with prestige and security.
- Decide whether you will create a new coach or just use the one at the school. Creating a new coach makes it your own career, but you have D- Coach Prestige when you start, making it more of a challenge (more on prestige later).
After you've run through this checklist, start your dynasty. The only things in creating a coach that matter are Alma Mater (a couple achievements associated with this choice, but other than that it's not important), and playbooks, offensive and defensive. These set the default playbooks for your coach. Defensive playbook also decides your needs on defense. Other than that, the tendencies only really apply when you sim games.
MMChrisS of Operation Sports (OS) posted his top dynasty "challenges" (for lack of a better term). Note: titles are his, descriptions are paraphrased.
- Return To Glory - Florida State. Returning to the top in the last couple years, the Seminoles are ready to break through and dominate like they did in ages past.
- Manage a Powerhouse - LSU. A little more of a challenge as they are not in the recruiting hotbeds (more on those later).
- Become the Next Boise - Colorado State. Used to be good. Bring them back.
- Impossible Dynasty - Western Kentucky. Not much good there. Recruiting sucks, the team sucks, the conference is bad. Have fun. Author's Note My friend is doing Western Kentucky, and I've seen his fun. It will be fun to do. Nothing good about the dynasty. Only non-set above a D+ is conference prestige at C-, which the MAC can easily steal from them (as I did at Western Michigan).
- The New Guy - UTSA. Because you play in the Alamo Dome, and let's admit it, the Roadrunner is an awesome mascot.
- New BCS Power - Cal. Things aren't the greatest in Berkely, but with a little work, you can put them there.
- WACky MAC - Central Michigan. Like the mascot, and it's the best fit for the two conferences that are the epitome of bleh.
- We Were Good Before Games Were Invented - Notre Dame. Independent, and the rise of video games hasn't helped the Irish. Their schedule is fun this year.
Original article - http://www.operationsports.com/news/558158/top-ncaa-football-13-dynasty-destinations/
- Bury the Past - Penn State. Can be done with the in game team, but I made a team on teambuilder (Xbox 360, I Rock Ths) with the only modifications being to the program and taking out transfers.
- It's Our Time - Western Michigan. They have a decent offense this year and next year, so take advantage and start building the program. Only needs are a Fullback and a Defensive End, so this gives you a great opportunity to build for the future from year one.
- Welcome to the SEC - Missouri or Texas A&M. Take your pick. Missouri is probably a little better team (I MAY be a LITTLE biased), but Texas A&M definitely has the harder schedule (SEC West).
- The Big L-East - USF. The worst team in the worst BCS conference. Go for it.
- A New Era - Ohio State. It's the Urban Meyer show now. So take over and return them to prominence.
- Sweet Caroline-a - North Carolina. You have Duke, NC State, Wake Forest, and East Carolina in your own state, plus Clemson and South Carolina in SC below you. Good luck.
- Good Luck. You'll Need It - New Mexico. Your conference sucks. Your team sucks. Your recruiting sucks. Good Luck.
- We're Back! - USC. They're bowl eligible and ready to play. The Pac-12 is theirs to lose.
- No hotbeds - Cannot have a pipeline to Texas, Florida, or California. Any number of pipelines is okay.
- One Pipeline - Only one pipeline state. Whittle away all but one pipeline state and go win a national Championship.
- One Pipeline, No Hotbeds - The above two challenges combined.
- One Star to Six Star - As the name describes, take a one star school and turn them into a six star school. Will take approximately 10 years to complete.
- Unamerican - Create a School in Canada. Recruit only canadians. Win a national championship with only canadians. In football. Not hockey.
Types of Offense
There are a few different types of offense in this game. Different teams are built to different styles based on their current coach's philosophy. For instance, Iowa is build to run the ball most of the game, but Missouri is crafted for a spread offense with a lot of option and quick hitting passes. I'm going to go over a few of the different types of offense.
This has become the most popular style in college football anymore. Almost exclusively shotgun plays. A lot of pass plays, but watch out for options. Read Option is a common play style out of this offense especially with Scramblers.
More of a ground and pound game, but as the name says, it's a system that mimics the traditional NFL style. Many running plays, quick hitting pass plays, and some deep threats. Lots of play action.
A combonation of the above styles. Usually have a good ground game, but also a severe passing attack.
Primarily uses just the half back to spread out the offense more. Main difference between the One Back and Spread styles is the One Back has the quarterback under center. It also shows more of a traditional style rather than hard hitting passing attack or option attack.
Four and Five wide outs. Almost exclusively passing attacks, mostly short and medium routes, with some deep attacks. Mixes in some draws and plain runs just to surprise the opponent.
Can be of many different styles, but the one thing they have in common is the offense primarily lines up in the pistol. This gives you many running options as well as passing options. Can be fun to combat.
Run by four schools, this primarily runs the triple option play. Lines up 3 backs in the back field, almost exclusively run plays. Build 8 in the box and be ready to stop the run.
Not too many different styles.
Base Defense is the 4-3. Good for stopping the run, but struggles against the pass in certain situations.
Base Defense is the 3-4. Not quite as good at the run, slightly better against the pass. Main advantage is usually bringing a random linebacker on the blitz.
Base Defense is the 3-3-5. Good against the pass and spread with the extra DB, but can struggle against plays between the tackles
Base Defense is the 4-2-5 formation. Better against the run than the 3-3-5, and usually as good against the spread as the 3-3-5, but still has the same issues up the middle.
Base Defense is 4-3, however it combines all defenses. Most balanced type playbook.
This is where you make your mark for the first time. It has more to do than any other time of the year: Set-up recruiting board, Redshirt, Depth Chart, and Schedule. Optional is choosing an extra pipeline state (must be purchased, only lasts for a year). I'll go through them in the order I do them.
This is the most fun part. Choose who you play in non-conference play. You can't change conference games (even home/away, which can screw you later in recruiting), but your non-conference schedule is customizable. You can play only teams you have vendettas against, or you can play the preseason 1-5 if they are available those weeks. You can have a maximum of 12 games, and the conference championship takes the 15th week if you have one (SEC, Big Ten, Pac-12, MAC, and Conference USA by default, or any conference with 12 or more teams). You can choose to play 11 games if you want, but it's your loss: the more games you have, the more chances you have to be rated.
When scheduling your non-con games, I like to use the phrase "Risk it to get the biscuit." My friend had Alabama by default on Western Kentucky. He played them. And won. That's really helping him now, although he isn't ranked yet (mostly cause I beat him two weeks later :P). It's a good idea to have a nice mix of hard games and easy games, so if your conference is all ranked, you should probably play some of the worse teams in better conferences (not just FCS schools, that won't help you much). Your strength of schedule goes into determining your rankings, so a harder schedule will help you become ranked better. Obviously if your team is in the MAC, then it will be very difficult to have a highly ranked schedule.
You can choose which players to redshirt. Any player, freshman to senior, is eligible as long as they haven't been redshirted previously (denoted by the (RS) next to their year). This means the player cannot play all year, but will still progress, allowing him to stay another year. If you use a player designated for redshirt status, he will forfit the redshirt year and it will count like he played a normal year. It's different for everyone, but my advice for redshirting is simple: anyone who is eligible who you probably won't need should be redshirted.
Usually the computer has this right, however they do it by overalls. It's probably a good idea to have your kicker kick and your punter punt, but if your kicker/punter has a higher overall at the other position, then they will be doing both. You may have personal preferences as to what you want at certain positions. I always like to have my fastest reciever at the one spot as long as he isn't completely terrible, so sometimes I have to move that around. This area is all personal preference truth be told.
I'll get into actual recruiting later in the guide. Preseason is a lot different. I do this last because I have my depth chart set and I've seen what I have; where I'm strong and where I'm weak. If you're playing an offline dynasty, you will be prompted when you open recruiting if you wish to create a recruit. Just because you create a recruit does not mean he will join your school, or even be interested in your school. So creating a max player as a one star school probably won't work out. I usually pass over this prompt. Note that you will not receive this in a multi-player online dynasty. I have not tested this with a single-player online dynasty, so the prompt may appear there as well.
After you get into the recruiting dashboard, the first thing you need to look at is your team needs. Most contracts have a goal to fill needs before the offseason. This can be easy or hard, depending on what your team needs. These positions you need to target ASAP to complete this goal. It usually isn't a huge goal, but any failed goals affect job security and stability. Plus if you don't fill them at all you'll get a walk on. And nobody wants those. Before starting the fun part, I recommend finding your pipeline states. Pipeline states are any state your team has 4 or more recruits from. You get a boost in interest gained for every event on a recruit from a pipeline state.
The next step is to go to the recruiting database. To me, the search function is more of a bother than a help. Hitting X in a column will sort players by that column. Hit X once or twice, whichever makes the recruits with green circles by their name appear at the top. These are the recruits interested in you. From here, either scroll down to the position needed or limit by positions (LT). Hit Y to check on the players top schools and skills (pitch info really isn't important in the preseason). Look over their skills and decide whether they are worth going after, or at least scouting. What skills you value depends upon the person. I hate recruiting scramblers since you usually give up accuracy, and I don't run a style that needs an extremely mobile quarterback. However, if I find one with good accuracy and the mobility, well who am I to look a gifthorse in the mouth?
When choosing players, start with the team needs (can be reviewed by pressing RS) and then move on to secondary needs or personal preferences. Secondary needs are positions that are weak or will be team needs next season. Preferences are positions or players you choose to have an interest in. I always recruit corners heavily because I tend to run Nickle and Dime Packages with a little more frequency than the game likes. Heading off huge needs for the next season helps you keep your Fill Team Needs goal. If I hadn't started on Halfbacks on my WMU dynasty, I would need THREE halfbacks next season. But I redshirted one to reduce that to two, and I am recruiting two more this season. Even if I don't get both, it's a lot easier to get one player at a position than three. I would say choose no more than 10 players, I'll get into that later.
Once you have your players, head down to the Recruiting Plan and TURN OFF ALL ASSISTANCE. The computer trys to help but just absolutely screws you over. They'll mess up your board, schedule visits at inopportune times ect. Important note: THE AI IS BAD AT RECRUITING COMPARED TO HOW GOOD A KNOWLEDGEABLE RECRUITER CAN BE. You have room for 35 players on your board, but can only give out 25 scholarships, so having more than 25 players on the board is a waste. But the computer will make 35 players, and move around the players that you actually want to target to whereever they deem best. Which is usually near the bottom. The higher a recruit is on your board, the more interested he is, as it shows you are more interested in him. Think of the ranks as a priority. It considers the number one player on your board as your number one priority, number 35 as your last priority. So try and keep better players high, but keeping needs near the top is usually the best strategy.
After turning off all assistance, scout everyone. You have 20 hours to scout and everyone can be scouted for an hour, so if you have 20 or fewer players then scout everyone 60 minutes. If you have more, then you'll have some decisions to make. Scouting takes those annoying grades (which have dropped the + and - in 13 and are just a letter) and makes them actual numbers. You will see a players actual overall when he arrives on campus once the player is fully scouted. Offensive linemen are fully scouted in one hour, the rest will take longer, depending on the position. Athletes take the longest as you scout every skill minus kick power and accuracy, and Run Block, Pass Block and Impact Block. Scouting will add a little interest, as it shows your interest in players. At this point, reorder players if you haven't and advance week to the regular season.
A lot of people don't understand what Athletes are. When EA redid recruiting this year, they really captured the essence of an athlete. This is an actual position that players can be recruited at in college football. It basically means "We want you to play for us, but we don't know where you will play, so we'll list you here and then determine your position once you sign." In this game, athletes display EVERY SKILL minus Kick Power, Kick Accuracy, Pass Block, Run Block, and Impact Block. You can then recruit them to play whatever you want. You can usually tell what position they will play based on their skills and wieght. IE if the player has D speed, B acceleration, C Block Shedding, B tackle, and is 285 pounds, he's probably best as a Defensive End.
Recruiting - Regular Season
So here I will explain the prevailing strategies for recruiting to start, since they are so important.
10 Man Strategy
Probably the best strategy. Take the 10 players you really want and recruit them heavily. An hour a week per player allows you to build max interest. This strategy worked in 12, and I have found it to work well in 13 as well.
20 Man Strategy
This is 20 players at a half hour a week. The main problem with this strategy is that some of the better players you are targeting will probably lose interest over time, however if you find you have many players you want or need this strategy can work.
I find this works best with even numbers so you don't have random half hour intervals left over. Usually I have 14 I like, so I do an hour on the first 6 (six hardest to get) and then a half hour on the next 8. It takes a little longer to obtain your recruits this way, but you end up with decent recruits as well.
Throughout the Season
As the season continues, recruits will commit, either to your school or other schools. Other times you will find that you lose interest in a particular recruit. I would recommend not adding a recruit unless you are down to under 10 recruits. The 10 man strategy is by far the best strategy for quickly obtaining recruits. As Western Michigan, I have 7 recruits signed through 10 weeks on Varsity using the 10 man strategy. I also have 5 more either soft commited toward my school or I have a gigantic lead on over the other school(s).
More info on scouting. Scouting allows you to discover exactly how good a player is before you sign them. We're all tired of players seeming like day one starters and they turn out to be so bad that you won't ever play them. With scouting you can see all the pertinent stats to a player, and even their overall will change as you scout them. This allows you to better compare the recruits to players you have as well. However during the Regular Season and Postseason you only have 3 hours of scouting per week. So you definitely need to get a good look at all the players you want to recruit at the beginning of the season, as you'll soon want the hours to get an idea about new players added to your board once some players start committing.
This is where the magic happens. Trying to convince players to come to your school can be difficult, especially without help. Oh wait. I brought that.
Basically, you can spend 10, 20, 30, 40, 50, or 60 minutes talking to a recruit. Every pitch takes 10 minutes of time, so a maximum of 6 topics per call. If a recruit commits halfway through a call, you lose any time not used, as you would if you hung up. Except it displays the unused minutes. It's annoying, but just remember that if it says you cannot use the time you should have according to the counter.
There are three options available for the standard recruiting process. These are the ones where you emphasize the strengths of your program, or at least try and sell them on what meager program you have. The goal is to convince a player that your school is where he wants to be. The main methods are pitches.
This is where you just try and sell the recruit on a certain aspect of your school. If you are strong in the topic and the recruit cares heavily about it (green on green) then the recruit will say something positive in response. If they are middle and you are green, the recruit will often say something about how it isn't as important to them. If you are green and they are red, the recruit will mention not caring. Of course, if you are red, the recruit will just insult you 90 percent of the time. And many of them are actually quite funny. But ignore the comments for the most part; the points are what matter. It will show you a range you can obtain, and if you select that you will gain points from that range, plus any bonuses for pipeline and recruiting advisors. Note that you can lose points if you aren't good in an area and the recruit does not care about the topic.
This pitch attempts to convince the recruit that they aren't valuing a topic enough. In older games you could also sway down (ie if they were high in playing time and you were poor in playing time you could convince them that playing time wasn't as important), but apparantly that was scrapped. Shame, helped me a lot with Troy in 08. And even if you have a D- in a pitch, it will still make them value the pitch more if it succeeds. Improving the amount a player cares about a pitch allows you to obtain more points on sell pitches and comparisons. Note that the points gained from this pitch are not linked to the sway attempts success. As well, I have yet to determine a sure-fire way to increase sway potential. One would assume Coach Prestige would help with that, but I did not see a difference between swaying as a D prestige or an A+ prestige coach.
This is where you compare your school in a certain area to another school on the recruit's list. Note the recruit must have at least two schools for this pitch to be available. If you have a higher rating in an area than the other school, you can gain points and take away from the other school. New to 13 the Recruiting advisor affects both points gained and taken (in 12 it only affected points gained). However, if your school is the same or worse in a pitch, you will lose points for yourself. This can be useful if you are very close to taking over a school or are right ahead of them, but when way behind or way ahead just a regular sell pitch is the better option.
This is an option once per call. The recruit selects a topic they have an average or higher interest in that has not been selected this phone call and the game executes a Sell Pitch, plus a nice little bonus (around 20 points) for letting the prospect choose the topic. Definitely use this with recruiting bonus.
This is where you find out how a recruit feels about a topic. It is recommended you just find pitches for the first conversation or two. And definitely find his most and AT LEAST two Very High pitches. I'll explain later.
You can promise a recruit up to three promises. The bigger the promise, the more points you gain, but the bigger the risk. Every promise you keep allows you to build up integrety. The ammount of integrety you have gives you more points per promise because recruits trust you more. However, not keeping promises lowers your coach integrety and usually leads to recruits transfering. So be careful what you promise. Unlike in previous years, all promises are unlocked from year one, so integrety is more about the boost rather than unlocking new (and often not as useful) promises.
Promises are linked to what a prospect cares about, so promising a recruit significant playing time their first year on campus means more to someone that cares about playing time most than one who doesn't care about it. This is a list of promises and the pitches they relate to (as best as I can tell):
|Significant Playing time First Year on Campus||Early Playing Time|
|Make Freshman All-American Team||Early Playing Time?|
|Conference Championship||Championship Contender|
|Winning Records Against Rivals||Tradition, maybe more|
|No Redshirt First Year on Campu||Early Playing Time|
|Won't sign another at position before first year||Early Playing Time|
|Won't Recruit Another at position first year||Early Playing Time|
|Top 10 first Two years/First year||Championship Contender|
|Good National Exposure||TV Exposure and Pro Potential|
|National Title||Championship Contender|
Note that the National Title and Conference Championships are not necessarily while the student is on campus. In past games it has always been first year on campus, so the question is whether that is still true this year. Of that I am not sure at this time.
Will get more into these later, but basically you set up a visit with a recruit to a home game or during a bye week. WHENEVER POSSIBLE INVITE THEM TO A GAME. You lose so much on the grade if there isn't a game that week. Try to have a home game in the last week or two of the season for those late bloomers. When you offer a visit, you schedule it, and about half the time the recruit insults you for not asking sooner, but whatever. You gain between 50-100 points right there, and a huge boost depending on the result of the visit.
This gains between 100-200 points when you offer the scholarship. It appears to be a random amount between there, but I suspect that the interest the recruit has in you affects the amount of points you get. Occasionally you will get a player to commit upon offering the scholarship, but I have noticed that toned down significantly. I don't know whether it's because I'm playing on Varsity instead of Freshman for recruiting, or whether they actually changed how often it happens on 13. Either way, you'll usually have to wait some time before they commit, but the recruit WILL NOT commit without the scholarship offered.
When a recruit comes to visit your school you will get a grade depending on how the recruit likes the visit. The best thing you can do is find the three things your recruit cares about and schedule a conversation on the topic. If he has more than three Very High/Mosts (which happens quite often surprisingly), then do the ones you have the best ratings in. Always do any mosts before Very Highs. Trust me. You gain a load of recruiting points after the visit depending on how it goes. Always try to schedule it for when there is a game to see, or else you will lose grade on it.
Some recruits will commit quickly, while others will not. After a few weeks, you will see some recruits have a "Soft - XXXX" next to their name (XXXX is abbreviation of the school, 2-4 characters). These are players who are almost ready to commit to that school and without interference will commit there the next week. However that doesn't mean you should give up. You can still steal the recruit away. It's hard, but it can be done. However, I usually end up letting the recruit go to focus on a fresh recruit. If they are soft toward your school, don't let up. Give them an hour and remind them why they are leaning toward you and lock them in.
How to choose New recruits in the season
Something EA introduced this year was a change recruit's lists. Not only do almost no recruits start with 10 schools on their list, teams can fall of the list if they do not contact the recruit, making it easier to snag that recruit that no one has started recruiting yet. Basically take a recruit who is still at the top 10 or top 8 stage and add them to your list. If they are still at that stage by week 5, no one has started seriously recruiting them yet, and they can be yours for the taking. And these aren't just one star recruits. Many times four star recruits are among those left. You can get some nice finds, especially as a smaller school. Don't discount these players. Remember to check for what you want to see in a recruit
These are the various parts of your program that you use to convince recruits to come to your school. Now they can all change (thankfully), so take full advantage of that when building a powerhouse. But it takes a lot of time for many of them.
Proximity to Home
How close the recruit lives to your school. It gives a pretty generous range. I would not consider Western Michigan to be a C for Missouri recruits. But that's not really something I need to worry myself about. Can't change it.
How soon the recruit will start for your team. He looks at returning players and signed recruits when determining this pitch.
No more Coach Loyalty, thank goodness. Stability does the job fine. They replaced it with Playing Style, which is another boost to smaller schools. The more likely a player is to get stats of his style, the better your style suits him. A lot of offensive players it's the same style pitch for all three tendencies. Defensive it changes for all positions. I'm not quite sure how it breaks out. I know Run Stoppers/Hard Hitters need tackles, and Coverage need deflections and interceptions. WR, HB, FB, and TE's need yards. I believe QB depends the ratio of passing to rushing yards.
This is how likely you are to win a championship the next four years. The ranking for the current year is your BCS ranking. The other 3 years are based on your teams overall for those projected years, which is based on returning players for those years plus signed recruits. To increase it, win now, but the best way is to recruit well.
This is the average BCS rank of the top 6 teams of your conference. The top conference gets an A+, the bottom conference gets the D-. To improve this, win. Just win and get highly ranked. Playing better opponents helps. I got the MAC from a D to a B- in one season (ahead of the BCS conferences minus the Big East).
How likely your recruit will be on TV. To improve this, you must get on TV. For that to happen you need to play decent opponents. The better the two teams are, the more likely it is to be on TV. Then win. When you win games on TV, it goes up. Slowly. Remember, a lot of pitches take time to get highly rated.
How energized your home games are. You can check it on the Toughest Places to Play list. Win at home, and win for long stretches at home.
How likely a recruit is to have the same coach. The easiest way to improve this is to sign an extention every time it is offered. Your coordinators affect this too; however the game takes coordinators who win and gives them other jobs unfortunately. No worries, it will go up when you sign and turn down other offers.
People want to know what this is a lot of times. It's how famous your coach is. To increase this, win. Win big, win often, and win the important games. Winning conference games helps more, beating rivals helps more, beating higher ranked teams helps more (the higher ranked the better) and of course winning championships (conference and national) helps a lot. Winning the National Championship gives you an automatic A+ Coach Prestige for the offseason. However, most of the time it goes down later, before the next season started, but my WMU coach retained his for the regular season.
This is how storied your program is. Win games, win conference championships, win bowl games to increase this. If you start out with a low Program Tradition, you probably won't get it to an A+ because it will take around 10 years.
How good your school is at academics. Can increase with on-field performance.
How good your school's weight room and workout areas are. Can increase with on-field performance.
How fun it is to be at your school. Can increase with on-field performance.
I guess I should explain what a pipeline state is. A pipeline state is any state you have 4 or more players from. You gain an increased starting interest in recruits from those states, and every time you make a pitch that you gain positive points for you gain extra interest. However, there is no bonuses on promises, scheduling visits, or offering scholarships. Might help on actual visits, but I'm not sure and I don't believe they do.
You can gain and lose pipeline states. Recruit heavily from a state to turn it into a pipeline, because gaining the four players gives you the pipeline state. However, when players graduate or leave for other reasons, you can lose the pipeline state. The recruiting dashboard has a pipeline state section where you can check your states, and it will tell you when you are in danger of losing a pipeline state.
The Big 3
The big three states to have a pipeline in are Florida, Texas, and California. The reason is these three have the most recruits and consequently have a majority of good recruits. However, that doesn't mean all other states are bad for recruits. Michigan, Ohio, and Alabama are usually the next three in my opinion. After that, Illinois, Louisiana, and The Carolinas round out the top 10 for me. So if you aren't near Florida, Texas or California, never fear. Also, I've noticed that almost all schools have a pipeline to one of the big three states, even bad schools no where near the big three.
The fun part of the dynasty. Some of these stages are just examine and move on, while others are quite involved.
This is where you can switch jobs, or find a new one if you lost one. Schools will approach you asking you to accept their job. Sometimes your school will offer you an extention. Usually I just either accept the extension or don't accept any offers if I don't get an extension.
Tells you what players are leaving. If they are leaving for any reason other than graduation, you can try and convince them to stay. Not as hard as it sounds. Your integrity affects the chance that your arguments work.
Sadly, they stopped adding new recruits during the offseason. I liked restarting the recruiting process with my new pitches, and everyone has 5 weeks to convince these recruits without games. Anyway, it's pretty much the same as the regular season. Except for the visits not having games and being at the recruit's home (don't worry, you can do more than one per week), it's the same thing pretty much. 5 weeks and you're done.
Just where any unsigned players sign or decide to not play. Not a big deal.
Change around players to different positions. All athletes must be changed to another position. Usually not worth switching players around, but usually some players are much better at another position, or you can change positions to fill needs so you don't have walk ons.
It's a misnomer unfortunately. You don't get to choose the focus of training for your players, they just increase based on your Coach Prestige. Shame, I really would like to make my DBs train for Catching...
You can't have more than 70 players on a team, so you'll have to cut some. Be careful you don't cut a player that takes away a pipeline state!
Basically what you can do before you start, you can change around the teams within conferences and make a new power conference, or just whatever conference you want. You can also change BCS tie ins, so there are no tie ins (ie the best teams make the games by BCS rating) or any combonation you want.
Just advances to the preseason that we started the guide with.
Frequently Asked Questions (FAQs)
- You don't mention Time Savers much. Why not?
- Simple: They're a waste of money and they make the game easier. I tried recruit reports in 12 and it was a total waste. I barely read them. All it said was who was on their board and how many minutes they talked to them. Save your money. Spend it on something worthwhile. Like the Hilltoppers.
- Why can't I export draft classes?
- The official story from EA is that they ran out of time to incorporate it into the new engine for Madden 13. I'm not sure exactly why they did it. I know the draft classes have been buggy in the past but I haven't had a Madden game since 10, which I quickly decided was not my game and returned to 08. My take is whatever the reason, EA didn't want to release a completely broken idea into the game (cough road to glory cough).
- My team's ratings don't make sense. How does A, B+ make A?
- Yeah we're all still trying to figure that theory out. The above is my second season as Iowa. Defense was an A, but offense was a B+. And I'm not gonna lie, that may be the best defense I've had in any game. But back to the point, the team was an A overall. The answer? I don't think we totally have an answer. My theory is that it takes your best rating and uses that, but that makes no sense.
- I'm number one in the country and I just won the national championship. I haven't lost at all. Why is my Championship Contender not A+?
- This was a huge question from NCAA 12, where it would take two or three years to take a team to A+ CC while going undefeated. With the dynamic ratings we finally have the answer. Your championship contender rating is based on your next four years likelyhood of winning it all. It takes players you have returning and recruits you have signed into account. So your championship contender is what your overall is projected to be over the next four years. The higher it is projected to be, the higher your championship contender will be.
- Can I join your online dynasty?
- Will you join my-
- Will you tell me what I'm doing wrong?
- Read the guide. If that doesn't answer it, I probably can't. Sorry. There are some glitches. Sometimes the game will say you will gain points for pitches you won't, and it will say you will lose points on pitches you will gain points on. When pitches change mid season it can take a week or two for user schools to gain their new pitches, but CPU schools will gain them right away. It's annoying, but I can't do anything about it.