Dynasty Guide by I Rock Ths

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    Dynasty Guide by I Rock Ths

    Version: 1.5 | Updated: 10/31/11 | Search Guide | Bookmark Guide

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    NCAA Football 12

    Dynasty Guide by I Rock Ths

    Questions? Comments? andrewmf23 (a) gmail (.) com

    Copyright 2011 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. All copyrights and trademarks contained within this document are owned by their respective trademark and copyright holders.

    Version History

    1.0 (9/3/11): Just the first run of this guide. I will be adding a lot more, but I can't think of anything else to add off the top of my head. I'm in week 5 of my NCSU dynasty, so in a couple of weeks I could be able to add a lot more as I get into offseason again.

    1.3 (9/20/11): Yes, we're skipping quite a bit ahead here. I added a bit of information during the break between the releases. Added more on recruiting, I think I have 3 different views down there. I'll try and clarify another and add how they might all be useful under different circumstances later. Also added some other minor changes. Left out JuCo players, can't forget them.

    1.5 (10/31/11): Sorry, but I've done this over time, so I don't remember everything I did over the last week or so of working on this game.

    • Added more to recruiting as I got more into it.
    • Redid promises, finally started unlocking them.
    • Added where you can get realistic rosters.
    • Changed Players Leaving, since in my experience I have found that I was WRONG on part of it.

    Hey guys, what's up? I Rock Ths here again. I have fallen in love with the NCAA Football franchise, and especially dynasty mode, because you can't just go out and trade/sign a free agent to make an amazing team. You have to rely on your recruiting ability to get players. But a lot of people have problems with dynasty mode. So, here we go!

    Getting Started

    There are a few steps to starting a new franchise. If you want to compete with people around the world for recruits, glory, ect, or just a friend or two, you can do an Online Dynasty. You can also do these solo, although you have to upload after every event, which takes longer than saving. The only advantage would be the ability to recruit and supersim games away from your console. On the whole, I have found that an offline dynasty is better for solo play.

    After you decide whether you play online or offline, it's time to create a coach. You could be an ass and play as an existing coach, but that's just cheap.

    Creating Your Coach

    It's kind of obvious what most of these are on the first screen. The only real impact option on the first screen (with the "i" icon) is your alma mater. It helps with a couple of achievements, and may boost coach loyalty. On the offensive side, the first option is insanely important. Your offensive playbook really doesn't matter, but the style (in parenthesis if you choose a school's playbook) matters a lot. You will take over a team that is built for the style the previous coach ran, so it is more important that you find a style that suits your play style than choosing a school with pretty colors.

    Play Styles

    • Multiple
    • One Back
    • Spread
    • Pro
    • Option
    • Air Raid
    • Run and Shoot

    Defense coaching style doesn't matter too much, as most teams will be able to swap back and forth between 4-3, 3-4, 3-3-5, and 4-2-5 fairly easily. Sub frequency doesn't make too much of a difference, just decides how often you give your players a break. Default is more than fine.

    House Rules

    Your options. Default is Varsity, Varsity. Depending on how hard you want to work to win, you can change this. I would not make recruiting harder at first, as it's always easier to work your way up, and recruiting is very difficult sometimes even on Freshman, especially if you take a lower tier school. Quarter length at 5 minutes makes for quick games that feel like a full one stat wise usually. Play clock off is cheap. Coaching tips are for noobs. That being said, if you haven't played a football game before and do NOT know much about football strategy, this is very helpful. Game speed is fine at normal, unless you like 10 minutes games or 3 hour games. The speed threshold is just a retarded option, in my opinion. Home Field Advantage and Icing are annoying, although I've never experienced being iced. I would turn off HFA; it's one of those realistic things that should not be brought into a video game.

    The next screen is the rules. More like penalty frequency. I never, EVER, experience any penalties from CPUs except Offsides, False Start, Holding, and Clipping. I think there's been one facemask on here. The rest just don't happen. Which is fine, they'd just hold up the game. I would advise turning those four penalties down to 25, because otherwise you will be called for holding or clipping on pretty much any big play. Offsides doesn't happen too much. False start though... if you don't adjust the slider, any double fake snap will more than likely result in a 5 yard penalty.

    The final screen is Custom AI. This adjusts how the players abilities play out in the game. Right off, boot your FG power to 75 or more, or you won't make a 50 yarder. It's helpful to adjust these slightly in your favor, especially the offensive ones (although running backs are already demi-gods in this game). Blocking is terrible, a tap can force an incompletion, and your quarterback can throw it 20 yards in the wrong direction without blinking. On the defensive side, the computer is a full-fledged Zeus when it comes to defending the pass (hence why I have adopted a run-first style again). Pass coverage should definitely be dropped. Interceptions aren't too bad. Also, because of the worst blocking to make it onto the internet, you will constantly have defenders in your backfield, so lowering their pass rush is recommended. If you boost Kickoff power to 55, almost every KO will be deep enough to force a touchback.

    Generating autonames is a great idea, although some people have rosters that are accurate with names if you would like them without all the painstake troble of doing it yourself (see me). I use CK11, but Mustangs84 is the one everyone uses on the Gamefaqs Forum. And no Coach Contracts is cheap (plus CC's are fun). Choose a save name for your dynasty, and then move on.

    Teams, Conferences, and the BCS

    If you wish to use your created team (teambuilder.easports.com), then "Import TeamBuilder Schools" is where you add them. Add the team, choose a team to replace, and move on. Note that the team must be previously downloaded to use in the dynasty. You can add up to 12 teams per dynasty.

    Custom conferences is a fun addition, brought on by the recent changes (Nebraska, Colorado, and TCU all moved during the offseason). You can create a 16 team conference (achievement), or just align the conferences so you face all the teams you want, every year. Me, I have an NC State dynasty where all the Carolina Schools (NCSU, Duke, UNC, Wake, and Clemson) plus Maryland are a division (5 rivalry games for me every year) and the other six in the ACC are the other division. Beating rival teams adds to your coach rating, and is often a goal in contracts. I've tried messing with conferences, but it just feels wrong.

    BCS Bowl Tie-Ins is another cool option. You can adjust the BCS to let in the winner of the Sun-Belt (done it), and even empty the BCS of automatic berths (my favorite option) meaning that the top 10 teams in the nation earn a berth in the BCS bowl games. It's neat, and giving the Sun Belt and automatic berth nets you an achievement.

    Note that there is another achievement for editing conferences in the offseason. Before the season begins, every year, you get the opportunity to edit conferences and BCS berths. The other easy achievment with these 3 is editing a division name of a conference. Easy enough.

    Now you're ready to... BEGIN DYNASTY!

    Choosing a job

    First off, you should try and find a team that fits your offensive style. For me, NC State really fits in there. If you want total control of a team, choose Head Coach. If you want more of a challenge, choose a coordinator position. The more stars a team has, the more famous it is, and the less of a challenge recruiting will be. More often than not, they will be a better team as well. I find that it's a better challenge if I start as a 4 star or lower school.

    MAKE SURE YOU READ YOUR CONTRACT! Don't sign a contract that has a goal or goals you won't complete, especially if they have huge negative impacts for failing. Check your roster as well. Even if a school isn't the same play style as you, if they have a roster that allows that play style to proceed, then you can adapt them to your style. After you choose a team and sign the contract, you begin to work.


    I'm going to skip setting up the Recruiting Board in this section, since I'll do a whole lot more on recruiting later in the guide. As a general rule, the recruiting help things are a waste of money, and I wouldn't bother. An extra pipeline state it helpful, but not worth the money, since it only lasts one season. If you do invest in that time saver, choose Texas. The best are from Texas. Texas will have the most Top 100 players 9 out of 9 years.


    Give a redshirt to anyone without the (RS) next to their year, and that you don't plan to use or might need (like that third or fourth string player). I'd keep 3 QBs, 3 HBs, 1 FB, 6 WRs, 3 TEs, 9 OL, 5 DEs, 4 DTs, 6 LBs, 5 CBs, and 4 Safeties, as a minimum amount at each position, in case of injuries and for subs. Another great time to Redshirt someone is when you have a really good player, but an even better player at their position. Redshirt them to keep the player for one more year.

    Depth Chart

    To be completely honest, the only time I touch the depth chart is if I make a promise of playing time, and to get the kick returner I want (the game has a habit of not reading my mind). Otherwise, the game probably makes the best choice for who goes where. This game isn't bad at rating players; you don't often see 70s having amazing plays.

    Custom Schedules

    This has been a feature implemented since the beginning of the franchise... or at least back to 08, that's the earliest I played. You can play a max of 12 games, and a minimum of 11. Remember, an open date is better for your strength of schedule than a game against an FCS team. That's not a joke either. Try it. Some good schools to play are Akron (the worst team in the game, but it doesn't hurt your SOS like an FCS game does), and any rivals you may have in your personal opinion. If you can't stand the Wildcats, play them. When you crush them, it makes you feel good. Always try and play a top 25 team week 1 or 2. Beating a higher ranked team boosts your coach rating. No matter what happens, you cannot affect your conference schedule, either to get more home games (or differently timed home games) or to change the weeks you play the teams.

    After you take care of all that (and preseason recruiting, see below), you are ready to start your season.

    The Regular Season

    The main part of this game. You'll play your 12, 13, or even 14 games (if you have a conference championship) and recruit players to fill your needs, both required by the league and what you need to fill your weak spots. For me, I always find myself needing defensive players, but that's not important now (more on that in recruiting later).


    You, of course, have the option to play the games. If you're a coordinator, you only play your side of the ball. As a head coach, you can play both sides. Of course, you can always sim, but that's not a good idea. You'll lose games you shouldn't every time. On NCAA Basketball 10, I lost my first 10 conference games as missouri, including losses to Iowa State and Colorado. Now I know this is a different game, but same developers (EA). And I shouldn't have lost that many. I had some of the best players in the country (2 defensive all-americans, one first team all-american, ect). But I digress.

    You can supersim the game to speed it up. I like to supersim Defense sometimes as a head coach. If you do, be sure to do it one play at a time, or the computer is more likely to score (it seems) plus you always can spot when they are going to punt or kick off. Also, never supersim close games at the end, the computer always is more successful in the clutch.

    I'm not going to tell you how to play the game. My tricks won't work for everyone. I'm run-first, then take advantage of the openings they give me when they try and stop the run. Some people are pass only, and some people are option players. At one point I was run only, but I had the worst quarterback I've had since I had my Troy Dynasty on 08. And I think my defensive style would get dominated against by a compitent human. It's basically the same 4 plays, with some other mixed in if I think the computer has me beat.


    The computer is always going to leave Auburn, Alabama, Oregon, Boise, TCU, and all those schools, oh I'd be a bad Big 12 fan if I didn't mention Oklahoma, near the top of the ratings. They won't lose except maybe twice a year (and that's only about once a dynasty) and they'll always have great recruiting classes. You have to fight your way into the top if you don't take over the top. Don't expect to play in the national championship your first year unless you are one of those top schools. Work for it your second year, and third year. If you manage to stay undefeated and have a good class, both in recruiting and returning players, you will start ranked higher, and have an easier time making it to the top by the end of the season.

    The main factors in determining rankings (after the first season, which is set by what the rankings were at the creation of the game) are conference, strength of schedule, and recruiting class. Although Conference and SOS usually go hand in hand (a team in the Sun Belt can't have an A SOS, and a Big 12/SEC school has to work at not having an A SoS), how you recruit affects how good your team starts out the next year rank wise, which makes it easier to move to the top. Also, the more starters you lose, the more your rank goes down. More on how to avoid that later.

    Heisman Trophy

    There's an achievement attached to this. Earn the Heisman in Single Player Dynasty or Road to Glory. This is the easy way to do it. Form your own Dynasty, and then absolutely whore a player. Call running plays like none other, and get your guy as many rushing yards and TDs as possible (38 is my record, All-American, none simmed). Drop back to pass on every play, throw for many yards, and many touchdowns. On defense, just like in real life, it's almost impossible to win the Heisman (many props to Charles Woodsen, who definitely deserved it). Same as a reciever. You would have to rely on that reciever so much that your quarterback would probably be in the running too. Remember that the Heisman is awarded, not to the best player, but to the player that means the most to his teams success.

    Also, it is well-documented that the Heisman is "glitched". Basically, the more famous your program and the better your career has been, the more likely you are to win. So winning it in one year, even at a school like Ohio State, can be fun.

    Bowl Games

    You are sent to bowl games based on your rankings. A team like Troy, a dominating force in the Sun Belt, may face a team like Kansas State, an average team in the Big 12. Oklahoma and Stanford, dominating forces in the Big 12 and Pac-12, respectively, would likely face off in a bowl game. For the best idea of the caliber team you will face, find teams with around the same number of stars as you. Those are your likely victims in bowl games. Just slaughter them in a nice fashion; it helps with rankings and offseason recruiting


    A very fun time. It looks like it will take forever. It really only takes 4 hours. And that's if you're fast...

    Coach Carosel

    Pretty sure I misspelled that, but I don't give a rat's patooey (see previous sentence for comment about last word of previous sentence). Anyway, this is the part where schools offer you a job, and you either refuse or accept. A contract from your school always comes up first (if one is offered). Then you can either accept that or reject it. After that, no matter whether you accept the contract or reject it, you recieve offers from other schools. I call this the Mike Anderson rule (angry Mizzou fan here). I honestly wouldn't go with that route, unless you really see a job that screams must take. I'd just stick with your school until they torch your ass, then get in with a rival and dominate their ass with a rusty spoon.

    Players Leaving

    Look, almost all the players leaving are going to be graduating, unless you are Ohio State or the like, when all your players are pro caliber straight outta HS. That being said, anyone who wins a Heisman is likely to try and leave. As will any other award winners (besides maybe kickers) who are juniors. You can spend some recruiting time to keep them, but it cuts down on the amount of time you have during the first week of offseason recruiting. So be careful. I spent an hour to bring back my running back, but since he had 38 rushing TDs and 3/4 of my yards the previous season, it seemed like a good call. You can try until you convince him to stay, or he says he's leaving. I've had it work in 1 try and had it take 3 trys (the worst part of that one was that he still left).


    Oh yeah you can do the same thing to try and prevent transfers. I've never had anyone try and transfer to my school. Then again, I've always controlled Troy and NC State, and who wants to go there? So sorry I don't know much about this section.

    Change Positions

    Sorry I'm not at home and I'm no where near an offseason, so I'm not sure exactly what order these go in. I'm skipping Recruiting, and I think training comes up after change positions, but I'm not sure. Anyway, changing positions is a helpful thing to know about, even when recruiting. If you think your big, slow linebacker isn't helpful, try switching him to defensive end. A lot of LBs that aren't good in coverage make better DEs anyway. I've recruited LBs to switch them to Defensive End. They actually ended up having a better overall at DE, and it has been a great call so far.

    Here's where it really helps though. Say you failed to recruit a Center. What to do, since you still need one to fill the roster. Just change over another Offensive Lineman! If you have an extra player at a position, switch him over to fill a need.

    Also note that all Athletes have to switch over to an actual position before you can continue.

    Cut Players

    You can't have more than 70 players on a team, even with redshirts. So here's where you make your choices.

    Helpful Hints

    • If there is an upper classmen in the 60s, and you have an excess number of players at a position, cut the player. After your first 2 years you will see a slowing in growth.
    • If you have more than twice as many players at a positions as required, cut some of them. They won't all see playing time.
    • Only cut fresh recruits if they're at the bottom of a list with many fresh recruits above them.

    After that the year starts over. It's a Gospel Delta cycle!


    And here's what sets this game apart from Madden (other than the fact that the playoff system is so much worse). Recruiting. What everyone struggles with at some point. The bane of many people's existence. Why almost any competitive player only plays online and play now.

    It's not as hard as people think. Of course, many times the people who struggle with it don't think. You know how I got good at it? I took over a low prestige school. It makes you learn how to recruit.

    There are 3 stages to recruiting. The easiest is pre-season. Then off-season. The most important (and of course hardest) is regular season recruiting.

    Pre-Season Recruiting

    This is simple. Just find 35 players you want to come to your school. Obviously you want the top 35 players. There's 2 problems with that. One, you can only give out 25 scholarships (I think, I'm pretty sure I gave out 26 one year, but don't quote me on that). And more importantly, not all of them will want to come to your school.

    Ones that have a green circle next to their name are "interested" in your school. Now let me explain what it means. It means you're on their top 10 list. You can be 1500 points below a top school, and as long as they aren't hard commited to the school you can still be on their "interested" list. There is also an interest bar on the other side, toward the right of your screen. This shows their interest level, how close they are to accepting a scholarship from your school. There will always be some in Orange, which means they are more than halfway to commiting. All the others will be in red. Look at the interest percent to determine how close they are. Next, check their skills. If they don't have a skill set that you like, don't recruit them. At lower level recruits you are going to have to make sacrifices.

    After you've determined that there are players that are interested in your school and you are interested in, check how close you are to the school in first. If you're more than 500 points back, just give up. You won't come back, especially on a high level recruit (top 100, 150). The closer you are, the easier it will be to get into first and secure the recruit. If you're already in first, congratulations. You still have to seal the deal (more on that later).

    Now it comes time to reorganize the recruits. The higher a recruit is on your board, the happier they will be. THE RECRUITS CAN SEE WHERE THEY ARE!!! So put your more valuable recruits near the top, and players like that punter thats 2000 overall near the bottom. They will like you more, the points you get on pitches will be higher, and you will move up faster the higher they are. Obviously no matter how high a recruit is, if nothing matches up he's not going to come, but it can push you over the top.

    Since you only have 10 hours to spend a week, and a majority of the time will be divided up into 30 minute segments, that equals out to 20 players. So you should really only have around 25 players at a time, especially if you aren't in first or second on a lot of them. I usually choose to focus on around 10-15 players, and spend more time on each of them.

    I got an email about recruiting from a guy named Michael. He suggested investing an hour into 10 players that I want and needed. Choose ones that match your play style. Quality over quantity. Then re-evaluate the recruiting board every 3 weeks. Some players will be commited to another school. Delete these players and add others. The place I would differ from his strategy is in how often you update your board. Every week that should be the first thing you do. How many players have commited, either to you or to another school. Remember, you have 10 hours to spend, no matter how many recruits are commited toward your school. So always have 10 uncommited players, at least, on your board, to fully use your time.

    Another tip he gave me is how to recruit players that aren't interested in your school. It is possible, although it takes a little more time. Find a player that is still in the top 10 or top 8, then add him to your board. Recruit him heavily. The reason you go for one in top 8 or top 10 is that the player is probably not being recruited yet. And you will be surprised by the quality of the players left unrecruited. Promises help bring them in, and hard selling your pitches is still the best idea.

    Another thing to mention are JuCo (Junior College) players. These players are going to miss a year or two of eligibility, but they come in with much higher abilities. They usually end up as 2 star players because of their lost eligibility. However, they are almost always ready to start from day one because of their two years in JuCo. They can be redshirted to become even better, but this is only good if you have the depth at the position. They are usually best as a bridge between 2 classes where you were weak at a certain position.

    More often than not these players are going to be Corners and Wide Outs. Just a side note, not really important. Something to remember is that your players are going to get better during the offseason, so I only take JuCo players if I like their stats.

    Regular Season Recruiting

    Here's the pain part that gets in the way of a lot of people enjoying the game. Recruiting not only breaks up the flow of the game, but it is HARD... It is annoying, and it's just plain boring... It's why it takes me a week to 10 days to play a season. At least. And now that school's back in session it will take even longer (do your homework kids, unless you wanna end up like me ;) ). But the good news is that it's not really hard, per se. It's just monotinous. The same thing. Over. And over. And over... you get the picture. On the surface it seems easy. But, like any good video game, something that seems easy has so many tricks to make it even easier that it actually becomes difficult.

    Phone Calls

    Calling a recruit is the only way to recruit them. You can choose upto 6 topics per call, and each topic takes 10 minutes (unlike some older games, where a pitch could take 2 minutes or 2 hours to work). When you call the player, you cannot call him again until the next week, so make your time count.

    You have a few options once you call them. Before anything happens, the game randomly chooses a topic. From there, you have to choose your response to the topic. I do not believe that either player interest or school strength affect the choice of topic, since I have had many instances of my school being a D, their interest being very low, and it comes up 3-4 times in a 30 minutes conversation.

    Tips for Regular Season Recruiting

    • Once your team falls below that 500 point line, take the recruit off your list. Don't waste time on someone you're not going to get, because that makes it harder to get players, and you end up with the dregs
    • Athletes are confusing. Make sure you check out their skills and determine what position they are best suited to play. Usually it's going to be a WR or DB, although it could be an RB. I've even seen a DL as an athlete. QBs also appear (check Throw Power).
    • Always try and find out what a player's interests are. It makes recruiting a lot easier, and most importantly it allows visits to go over well.
    • Comparing schools is a great feature, but really don't use this unless you're within 60 points of the school in front. The more space between your grade and theirs, the more effective the slam will be.
    • When calculating how the compare schools works, it evaluates how many points you get and how many they lose seperately. It evaluates how many points you get on how good you are and how much they care. It evaluates how many points the other school loses on the difference in ratings and how much they care. If there is no difference in ratings; however, you will gain almost no points and they will lose none.
    • After you take the lead, only worry about boosting your own points. It raises the interest level more than any other option, and no matter what the recruit says, keep doing it. They will say they don't care about something when it's their most important factor. They will have a 100 point increase when they tell you to stop bragging. And they will ALWAYS insult you when you schedule a visit. Always. The point value is the real indication.
    • You only have 10 hours, and you have to spend it in 10 minute segments. The more you want a player, the more time you should spend on him. Never spend more than 30 minutes on a recruit until you've secured more than 5 players. Always call players you want, even if it's only 10 minutes.
    • When you get the Advisor bonus (denoted by a x2 next to their name), just pitch interests. Don't try and find interest levels, don't compare schools (unless you are well apart and you and the player match on that interest).
    • Once you start taking players off your list, remember to go find others you are interested in. There's no point in waisting a scholarship, especially if he turns out to be a gem.

    Tips for Visits

    • Don't worry about whether you and the prospect match on pitches. Emphasize their Most and Very High points. It helps the grade, and the higher the grade, the higher the interest level.
    • The more exciting the game is, the higher the grade. A 21-20 victory that goes down to the end makes the player more interested than a 52-0 victory. So schedule the visits over exciting games whenever possible.
      • Related note, I can't tell if this is entirely true, but really it is a good rule of thumb. Bring them to your better games.
    • You can only schedule them once; you can't reschedule them if you don't know enough about the player, so be careful.
    • It's best to try and match their interests, but if you don't know an interest at Most or Very High try and use something at the High level that you match up well on.
    • Try and schedule a visit in the middle of the season, after week 7. That way you have time to get to know the player's interest.
    • If they soft commit, they usually won't hard commit if you show them attention and have a visit scheduled.


    Promises take a few to unlock. You have to keep them, so it takes at least 2 years to unlock another season. Note that they will unlock for the offseason, so when you do keep enough you can unlock awesome promises for the offseason. Here are some tips.

    • I always promise winning record against rivals. When was the last time you didn't defeat all your rivals in a season? Yeah, never.
    • If you only have one player at a position (like Kicker and Punter), promise no redshirt and signifigant playing time. Keep them, it's an easy way to build up integrity.
    • Don't promise Freshman All-American to someone if they aren't going to start freshman year, get signifigant playing time, and are going to get huge stats. It's best to promise this to offensive players, since you have control over how the play goes.
    • Promise every player a pitch, and try and match it up to the players interests.
    • Promising the national title is a great promise, but it can be hard to live up to, especially if you play legit and don't quit when it goes bad. So I would stick to simpler promises like conference championship (again can be risky if you play legit), winning record against rivals, no redshirt, or good national exposure (that you just have to be a good team to get).

    Pitches promises are linked to

    PromisePitch(s) promise is linked to
    Solid Playing TimeEarly Playing Time
    Freshman All-AmericanI can't tell, but definitely early playing time. Not one I promise often. (not availble to Juco Players)
    Conference Champ First YearChampionship Contender AND Conference Prestige. Yes, both.
    winning Record against RivalsDefinitely Tradition, and something else too. I can't tell.
    No redshirtEarly Playing time, can redshirt second year on campus and not break promise.
    Won't sign another player at positon until first year on campusEarly playing Time (not availible to athletes)
    Won't recruit another player at position first year on campusEarly playing Time (not availible to athletes)
    Top 10 first two years on campusChampionship Contender
    Top 10 first year on campusChampionship contender
    Good National ExposureTelevision Exposure AND Pro Potential
    National Title first year on CampusChampionship contender

    Off-Season Recruiting

    This is a simple process. Most recruits will be ready to go the first week. If not, another week will probably convince them. Call the recruits and talk to them. By then you probably know enough about them to schedule a visit without having to ask what they like. Usually the visit WILL be followed up by a commitment if you're in first. Even if they don't, a phone call can usually take care of that. The same rule for visits follows, although there's no game, so the score really kinda totally doesn't matter.

    Soft Commit v Hard Commit

    There is a HUGE difference between a recruit who has committed soflty and one who has hard commited. When a recruit has hard commited to a school, it's over. You can't call them, the only thing you can do is remove them from your list. So do that. However, if they are hard committed to you, then congratulations! You have a player ready for the next season. If a player has soft committed, you still have hope. Usually a player will only soft commit if there is another school close, within say a couple hundred points of them. At that point, you have a week to convince them to come to your school. Sometimes longer, but usually after a week they will commit. But if they have a visit scheduled with you, a lot of times they will wait until that visit to commit, BUT DON'T COUNT ON IT!

    If a recruit is soft to you, just keep talking to it, hard selling your pitches. If the school right behind you is lower than you in a certain area (especially one that is at least Above Average) then comparisons help more than usual. This is also helpful if the player is soft to another school. The more you can convince them to not go there, the better.


    Thanks for reading broseph. I'd like to thank EAsports, Tiburon, and all the people involved in the development of this game. I'd also like to thank Gamefaqs for hosting this guide and giving me the tools to complete it. I'd also like to thank you for reading it.

    Contact Me

    I'm willing to listen to any criticism of my guide. Please no flaming, trolling, spaming, ect. I will also accept any assistance. Please include your name, either legal or Gamefaqs username. Also include Dynasty Guide in the subject so I know it's about this.

    Email: andrewmf23 @ gmail . com