Quote:
Originally Posted by Matt Arnold
The goal is to eventually get inflation into the game, but it's not making it in for release. Maybe May/June this year
Ways I've seen people handle this:
-You can simply manually adjust the multiplier, although this will increase player contracts already signed
-You can edit the financials.txt file to basically build out the inflation there, and then as that file is read every year, it will update the values in-game
-You could also simply do it manually by going in and adjusting the financials numbers up every few years. So every year pick a few values, and bump them up by a few points, making sure that things stay balanced.
|
I would say the key figure to look at is revenue. Everything starts with that. If more clubs have more revenue, then player salaries should naturally increase since there is more money chasing the same number of players. Basing it on revenue also allows for the historic growth curve to be used.
Quote:
Originally Posted by cienpelusas
Would be nice if someone has any tip on how to apply realistic inflation to the game as it progresses.
|
It depends on what you mean by 'realistic' inflation. Keep in mind that the rate of growth in MLB revenue and player salaries far exceeds the general CPI-derived inflation rate (and has for a couple of decades now).
Below is a graph I made of MLB average club revenue from 1929 to 2006 (I haven't updated it in awhile). You can clearly see the exponential growth that began in the late 1970s and which has continued unabated (other than the brief retrenchment caused by the 1994-95 strike). And that growth in average club revenue vastly outpaces the CPI inflation figure.