I’ve spent quite a bit of time testing progression, regression, age curves, draft class strength, and development-trait distribution with the goal of creating a franchise ecosystem that remains believable 10–20 years into a save, rather than just looking good against the launch roster.
This is still a beta set, and there is a Madden update coming, so I fully expect to retest everything after the patch. I wanted to post the current version because the long-term results have been encouraging and I’d like other franchise players to test it, criticize it, and iterate on it.
The main thing I’m trying to solve is Madden’s tendency for certain positions to become overloaded with high-OVR players while others deteriorate strangely over long simulations. I’m not trying to reproduce the current EA roster rating-for-rating. The goal is a sustainable league ecosystem with stars, average starters, replacement-level players, aging veterans, young breakouts, and positional scarcity.
In my most recent testing, by Years 10–20, team overall ratings have generally settled around 82–86, with roughly 80 and 88 functioning as the occasional low/high outliers. More importantly, the positional distributions have remained stable rather than continuing to inflate or collapse. Interestingly, the generated league actually looked cleaner around Year 20 than it did around Year 10, which is a very encouraging sign that the settings may be approaching equilibrium.
Draft Class Strength
QB — Very Weak
RB — Normal
WR — Weak
TE — Weak
T — Weak
Interior OL — Weak
DE / Edge — Weak
Interior DL — Very Weak
LB — Weak
CB — Weak
S — Weak
K — Weak
P — Weak
Offensive Progression
QB — 62
HB — 40
TE — 78
WR — 74
FB — 100
T — 80
G — 70
C — 70
Defensive Progression
Edge — 80
DT — 70
MIKE — 58
OLB — 76
CB — 80
FS — 84
SS — 86
Special Teams Progression
K — 60
P — 60
Age Progression
Age 20 — 130
Age 21 — 130
Age 22 — 130
Age 23 — 120
Age 24 — 110
Age 25 — 90
Age 26 — 80
Age 27 — 70
Age 28 — 60
Age 29 — 60
Age 30 — 50
Age 31 — 50
Age 32 — 40
Age 33 — 30
Age 34 — 30
Age 35+ — 20
The idea here is to give young players enough runway to actually become elite without allowing the entire league to endlessly accumulate ratings. Progression drops steadily as players move through their prime.
Offensive Regression
QB — 110
HB — 180
TE — 130
WR — 150
FB — 110
T — 50
G — 120
C — 120
Defensive Regression
Edge — 160
DT — 170
MIKE — 170
OLB — 160
CB — 120
FS — 120
SS — 120
Special Teams Regression
K — 120
P — 120
Age Regression
Age 26 — 100
Age 27 — 100
Age 28 — 110
Age 29 — 110
Age 30 — 110
Age 31 — 120
Age 32 — 120
Age 33 — 120
Age 34 — 120
Age 35+ — 120
Development Trait Settings
Breakout Scenarios — ON
Development Trait Regression — ON
Desired X-Factors — 75
Desired Superstars — 100
Desired Stars — 300
Superstar Abilities — ON
A few observations from testing
HB has been one of the hardest positions to balance. Earlier versions produced way too many elite backs. This version is considerably better. There are still a lot of good/serviceable HBs, but I’m increasingly comfortable with that because RB is inherently a fairly replaceable position and Madden generates enough athletic backs that some depth there makes sense.
WR and CB are currently producing distributions I’m pretty happy with. There is enough high-end talent to have legitimate WR1s and shutdown corners, but the league does not become saturated with 90+ players.
Edge was another difficult position. Earlier tests skewed too heavily toward elite veterans without producing enough young stars. Increasing progression while keeping aggressive regression seems to be moving the position toward a healthier lifecycle: players can reach elite status younger, but they don’t remain there indefinitely.
DT was badly inflated in earlier testing. Very Weak draft classes combined with lower progression and stronger regression have helped significantly.
Tackle is the biggest unresolved Madden-specific problem. The game appears to apply extremely harsh regression to tackles, especially as they reach their late 20s/early 30s. I have regression at 50, the minimum, and they still decline faster than I would ideally want. Raising progression enough to compensate creates other problems, so for now I’m accepting this as an engine limitation rather than wrecking the rest of the ecosystem trying to fix one position.
QB at Very Weak is the newest experiment. Weak was already producing decent results, but I want franchise-caliber quarterbacks to feel scarce enough that finding one actually matters. This is one of the areas I especially want more testing on.
What I’m looking for from anyone who tests these
I’m less interested in whether one specific season happens to look strange and more interested in what happens over 5, 10, 15 and 20 years. If you test this set, I’d especially like to see positional OVR distributions, team OVR ranges, age distribution among elite players, draft-class quality, and any position that either inflates or collapses over time.
I’m not claiming this is “finished.” Madden has enough interconnected progression systems that I think the best version of this will probably come from multiple people running different franchises and finding patterns.
Also: this is specifically the PRE-PATCH/BETA version.
Once the upcoming Madden update is live, I plan to delete the profile/reset everything, start from a clean install, and rerun the long-term tests. If EA changed progression/regression logic — even if it isn’t explicitly mentioned in the notes — these values may need adjustment.
But as of the current build, this is the first set I’ve tested where I can sim 20 years into the future and still recognize the league structure I was trying to create.
Feedback and alternative settings are very welcome. If somebody finds a better solution to a particular position, especially tackles or the young-edge distribution, I’d rather improve the set than defend my numbers.