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16-0 Game16-0 Game
Methodology note · No. 05

How a 16-0 season is simulated

A transparent explanation of how squad balance, opponents, venues and match variance shape a 16-0 result.

16-0 is an outcome-first game simulation, not a ball-by-ball cricket model. The following calculation and controlled example explain which inputs affect winning, and which scorecard details are generated afterwards.

1. Calculate a role-weighted squad score

Each effective player rating is divided by 99 and capped at 1. The engine averages those values using the slot weights below. All-rounders enter both the batting and bowling averages. The weakest individual rating is also retained for a separate penalty.

Weight applied to the occupied slot, not the player’s name
Slot roleWeight
Batter1.12
Wicketkeeper1
All-rounder1.2
Pace bowler1.18
Spin bowler1.08

2. Turn that score into a match chance

The base chance is the cube of the weighted score. Subtract 0.09 if the bowling average is below 0.74, and 0.06 if the lowest normalised rating is below 0.65; then clamp the result between 0.08 and 0.92.

For an ordinary fixture, add (0.74 − opponent strength) × 1.15, then add 0.045 at home or subtract 0.035 away. Apply any difficulty multiplier and the match bounds. The worked example uses MI’s in-game strength of 0.88 and changes only one pace card. Percentages are chances for this game, not predictions.

Worked example: Modern formation, ten unchanged 80-rated cards
Eleventh cardWeighted rating / 99Base win chanceWin chance vs MI, home
Pace rating 808052.77%41.17%
Pace rating 6078.1143.12%31.52%
Pace rating 7079.0650.92%39.32%

3. Roll the result, then build the scorecard

A random draw chooses win, loss or no result. The ordinary no-result allowance is up to 3.5%; knockout games exclude no results. Innings totals and player contributions are then generated to fit the chosen result. A displayed big innings did not independently cause that win.

The other teams’ league points are estimated from strength and randomness, not from a fully simulated round-robin of their head-to-head matches. Ground names are presentation; the model does not use live weather or a measured pitch database.

4. Keep the difficulty adjustments visible

An unbeaten run has additional closing-fixture penalties and a 0.008 Final multiplier, explained in the perfect-season guide. For Daily seasons without a perfect league record, the ordinary Final uses a one-third win multiplier instead. These are entertainment settings, not calibrated probabilities from historical cricket.

The table isolates a single change: replacing 60 with 70 removes the weak-link penalty. It does not prove that any real player is worth a fixed number of wins. Use this model to understand drafting trade-offs, not for betting or forecasting.