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Old 05-12-2023, 08:04 AM   #1
whaleheader
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After Import, Budget ignore, using Projected Revenue Instead

Yesterday, I added another bug to an existing bug report in Support. I just tested the problem with today's new Beta. The problem still exists.

When I create a live start new game, Finances uses Budget as the basis for Revenue for the Total Money Available. When I import an OOTP23 online league test league (online turned off with AI control for all teams, full revenue available), the game uses Projected Revenue instead of Budget.

Also, when OOTP24 initially came out, it seemed that Budget for the next year was Total Revenue minus Playoff Revenue minus Revenue Sharing (which makes sense). Unfortunately, the game was also ignoring Cash Limit.

In the example, Budget seems to follow Total Revenue - Playoff - Revenue Sharing. In the next season, however, it does not include the subtraction for Revenue Sharing.

Edit: I added an example from OOTP 24.4.61 that includes the Finance page and the Accounting page.
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Last edited by whaleheader; 05-12-2023 at 08:09 AM.
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Old 05-22-2023, 09:53 PM   #2
Huckleberry
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Has this been addressed? It currently has my online league at a standstill. Nobody has any money to spend because the calculations are using projected revenue instead of the budgets.
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Old 05-30-2023, 03:56 AM   #3
Lukas Berger
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Quote:
Originally Posted by Huckleberry View Post
Has this been addressed? It currently has my online league at a standstill. Nobody has any money to spend because the calculations are using projected revenue instead of the budgets.
I'd replied by PM too, but can you post/send your league files for us to take a look at?

We can check this out, but I believe this was an intentional change in one of the latest patches to use the revenue rather than the budget, because that gives some more wiggle room in most cases.

Generally the revenue should be higher than the budget. So at least in theory, this should usually mean that teams would have more money to spend this way, not less. That was the theory behind this change at least, unless I'm way off.

It's possible that you might just need to tweak the revenue for your league to set this a little higher if things are off now.
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Last edited by Lukas Berger; 05-30-2023 at 03:58 AM.
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Old 06-15-2023, 08:44 AM   #4
Huckleberry
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Quote:
Originally Posted by Lukas Berger View Post
I'd replied by PM too, but can you post/send your league files for us to take a look at?

We can check this out, but I believe this was an intentional change in one of the latest patches to use the revenue rather than the budget, because that gives some more wiggle room in most cases.

Generally the revenue should be higher than the budget. So at least in theory, this should usually mean that teams would have more money to spend this way, not less. That was the theory behind this change at least, unless I'm way off.

It's possible that you might just need to tweak the revenue for your league to set this a little higher if things are off now.
We use custom financials so this change makes our league setup impossible (we don't use the revenue system OOTP has). I can post files later if it helps but as I said, it's because we don't use OOTP financials.

So this change would really help those of us out who use custom financials if it were an option instead of a hard coded change. Or else a field needs to be added in the team settings financials area to tell the system what their revenue is going to be as a workaround.
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Old 06-30-2023, 07:42 AM   #5
whaleheader
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This is still an issue. From my testing most teams do have more more money, but it isn't universal. This change also makes the Budget completely irrelevant.

It's inconsistent with the rest of the game. It should be fixed.
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Old 07-23-2023, 03:49 PM   #6
Nothingtoproveco
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Adding to the chorus here. These unnecessary financial changes have made our long-running online league nearly unplayable.
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Old 02-13-2024, 09:55 PM   #7
Huckleberry
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So any shot this will be fixed in 25?
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Old 02-29-2024, 04:44 PM   #8
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I found a workaround. Take the projected budget we calculate and enter that in-game as a permanent local media contract.
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