MMOexp-CFB 26: Why Dynasty Mode’s “Helper” Feature Feels More Like a Handicap
Dynasty Mode is the heartbeat of College Football 26-the place where players pour hundreds of hours into building a powerhouse, nurturing pipelines, and shaping the next generation of college football legends. But for as deep and rewarding as the mode can be, one feature continues to lag behind the rest of the experience: auto recruiting CFB 26 Coins.
For years, fans have asked EA Sports to improve this system, and in College Football 26, it remains almost exactly where it was last season-functional in theory, but deeply flawed in execution. At its worst, auto recruiting can turn a 5-star powerhouse like Ohio State into a program finishing outside the top 30 on National Signing Day.
Today, we're taking a deep dive into auto recruiting-why it behaves the way it does, how it can ruin an otherwise great Dynasty run, and what EA needs to overhaul for the future.
Auto Recruiting in College Football 26: The Feature That Should Help… But Doesn't
Auto recruiting should be a quality-of-life feature.
It should help Dynasty players who don't have time to micromanage 15–25 recruits every single week. It should handle the basics-offer scholarships, apply the appropriate pitch strategy, and keep you competitive with other programs while you focus on games, coaching trees, and roster management.
But right now?
Auto recruiting is essentially unusable unless you understand exactly how it behaves.
The First Problem: Auto Recruiting Fills Your Board With the Wrong Players
Let's start with the most glaring issue.
Even when coaching at a premier program like Ohio State, auto recruiting will:
 Keep your board filled to exactly 31 players, every week
 Add and remove recruits constantly
 Prioritize players who don't make sense
 Ignore the players you manually added
If you fill your board, set up your dream class, offer scholarships, and then turn on auto recruiting, the system throws away everything you did. It wipes out your entire board, replaces your targets with CPU-selected recruits, and proceeds to "recruit" based on its own preference logic.
This is the opposite of how a helpful assistant should behave.
Players want assistance-not a replacement.
The Second Problem: Auto Recruiting Spreads Hours Poorly
The next issue is how the system allocates its weekly recruiting hours.
Even as a powerhouse, auto recruiting will:
 Put 35 hours into 5-star recruits
 Put 75 hours into random 3–4 star players
 Ignore priority battles
 Fail to respond to momentum shifts
 Miss obvious "hard sell" and "soft sell" opportunities
 Overinvest in players you're already dominating
Ohio State putting 78.5 hours into a mid-tier in-state prospect while only investing 35 hours into a national 5-star WR is just... bad AI. And this isn't an isolated case-it happens constantly.
Because of this randomness, auto recruiting cannot execute a coherent strategy.
The Third Problem: Auto Recruiting Doesn't Use Basic Strategy Tools
College Football 26 introduced deeper recruiting strategy:
 Hard sell
 Soft sell
 Send a house
 Evaluations
 Visit scheduling
 Motivation targeting
 Top-five reactions
Auto recruiting barely uses any of it.
It refuses to consistently:
 Offer scholarships
 Trigger soft sell at the right time
 Switch to hard sell when top-five locks in
 Remove unnecessary pitches
 Adjust energy based on competition
 Respond to recruiting battles dynamically
The CPU opponents already recruit using simplified logic. Auto recruiting uses an even weaker method. The result? You lose battles your program should win easily.
Sim Results: Auto Recruiting at Ohio State Is Shockingly Bad
To see how broken the system really is, let's look at the outcomes of a two-year Ohio State simulation with auto recruiting enabled.
Season 1
Early National Signing Day:
 5–6 commits
 Ranked #78 nationally
Final (after transfers):
 9 total signees
 Ranked #34
A blue-blood program-ranked 5-star at the start-finished with a class worse than some Group of 5 rebuild teams. Even with elite head coaching boosts.
This is unacceptable in a simulation.
Season 2
Early National Signing Day:
 8 commits
 Ranked #32
Final:
 #34 again
 The system is consistent-but consistently terrible.
Even when Ohio State has:
 Full pipelines
 Elite coaching abilities
 High prestige
 Winning seasons
 Favorable location
 Recruiting momentum
…auto recruiting performs as if the program is an 80-ranked team from a mid-major conference.
Why CPU Teams Recruit Better Than Human Teams Using Auto Recruit
One of the most surprising revelations is that CPU-controlled Ohio State will sign elite classes-but user-controlled Ohio State using auto recruiting will not.
Why?Because CPU teams use a different internal logic designed for simulation. When a human activates auto recruiting, the system switches to a less efficient set of rules-likely for balance, but far too handicapped.
This creates a massive problem:
The moment a human turns on auto recruiting, their program gets worse.
You are punished for using a feature that's supposed to help you.
What Auto Recruiting Should Do
The frustrating part is that fixing this system wouldn't even require major overhauls. Auto recruiting needs to function like a real assistant coach-not a complete takeover AI.
Here's what the feature should do:
1. Respect the Player's Board
If a user adds 15 players to target, auto recruit should never remove them.
2. Fill Out Scholarships Automatically
If the user offers none, auto recruit should apply them logically.
3. Maintain Core Strategy
Example:
 Top-five reached → switch to hard sell
 Pipeline match → increase energy
 Competition detected → adjust pitch order
4. Highlight Recommended Actions
Small UI improvements-like auto-highlighting the hard sell button-would make massive differences.
5. Follow a Smart Allocation Model
The system should:
 Prioritize realistic battles
 Avoid dumping hours into lost causes
 Avoid overinvesting in locked-in recruits
 Use house visits intelligently
 Schedule optimal visit weeks
6. Allow Optional "Assisted Recruiting"
A hybrid mode where the CPU handles:
 Scholarships
 Pacing
 Weekly hour distribution
 Visit scheduling
…but leaves your board untouched.
This is how most modern sports games implement it-NCAA 14 fans have wanted something like this for years.
Coaching Tree Upgrades Can Improve Auto Recruiting (But Not Enough)
There are ways to make auto recruiting better, but they require heavy investment:
 Program Builder
 Pipelines
 Relationship Building
 Strong Roots
 Elite Recruiter
 Pitch Mastery
These help significantly.
But they don't fix the core issue:
Auto recruiting ignores the players you want.
Even with maxed coaching abilities, Ohio State still ended with a class ranked in the 30s. The system becomes usable-but never optimal.
Why This Matters for Dynasty Players
Dynasty Mode is supposed to be a long-term experience. For many players, the most tedious part of running year after year is managing 20+ recruits weekly.
Auto recruiting should allow players to:
 Sim years quickly during rebuilds
 Focus on gameplay
 Handle multiple teams in multi-coach dynasties
 Play casually without micromanaging
Right now, it can't do that.
Turning on auto recruiting means:
 Losing battles you shouldn't lose
 Signing tiny classes
 Dropping prestige
 Falling behind rivals
 Breaking the immersion of realism
Even for casual users, the system is too inefficient to rely on.
What EA Needs to Prioritize for College Football 26
Auto recruiting doesn't need a complete rewrite-but it badly needs refinement. Here are the top priorities:
 Make auto recruiting respect the player's board
 Improve hour allocation logic
 Implement smart pitch and visit scheduling
 Add an "assist mode" instead of full control
 Allow toggles (auto-scholarships, auto-visits, etc.)
 Stop removing user-selected recruits
 Remove the hard cap on 31 auto-added players
With small improvements, auto recruiting could become one of the most useful tools in Dynasty Mode NCAA Football Coins.
Final Thoughts: Auto Recruiting Has Potential-But Isn't Ready Yet
College Football 26's Dynasty Mode is incredibly fun, but auto recruiting remains an underdeveloped feature that needs serious tuning. Right now, it behaves like an outdated system that actively hurts your progress.
For players who love recruiting micromanagement, this isn't a huge issue. But for players who want streamlined progression, sim-only dynasties, or multi-team control, auto recruiting must improve.
Until then, it's simply not reliable enough to trust-especially if you're running a major powerhouse like Ohio State and expect to sign the classes that match your on-field dominance.