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I'll agree that something isn't working right. I have made many previous posts about how many of my test leagues had wonky financials with many teams in the red and star free agents going unsigned.
That being said, I have worked around it by increasing revenue. I increased it to a point where players are being paid, nearly all teams are in the black, and salaries are not massively inflated. It took me nearly a week of testing to realize that teams were just not making enough money. It sucked, but I have been able to find a way to get financials working like I wanted them to.
I think that for future release(s):
1: AI improvement regarding financial decisions.
2: A salary cap that is hard with the AI understanding that. If you have a salary cap you might as well play with arbitration off.
3: Default settings regarding revenues and expense working correctly.
In my current league which I am dead last in budget money with around $86 million. At least 15 million of that goes to player development, scouting, and personnel. (20 team league, no divisions or sub leagues, top 4 make playoffs, one level of minors and HS feeders) I need to give myself roughly 3 million in wiggle room for unexpected expenses for trades or whatever. Even though I have a budget of $86 mil, only $68 really go to players. I think the AI has a very hard time understanding that budget =/ player payroll limit.
The team that just won the championship has a budget of $192 mil (good for 4th overall. Highest is 252 mil. My league has its own version of the yankees). League average salary is 3.1 mil. MLB average for opening day of 2011? 3.3 mil.
My financials aren't exactly in line with MLB, but it is realistic enough for me to enjoy.
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