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Old 04-12-2012, 12:23 PM   #1
oman19
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Revenue Sharing

If you set Revenue sharing to set % of income and set the % to 100%, in theory shouldn't all the teams in the league be making the same amount of money at the end of the year.

I have tried this a few times and it never works out like I think it should. Any help would be great.
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Old 04-12-2012, 12:41 PM   #2
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Well that is an interesting idea for sure. Would make for quite an interesting set up if it can indeed work like this.
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Old 04-12-2012, 01:06 PM   #3
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Yeah I have a pairity league and this would be an icing on the cake if it worked liked I assumed it would.
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Old 04-12-2012, 01:45 PM   #4
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Originally Posted by oman19 View Post
If you set Revenue sharing to set % of income and set the % to 100%, in theory shouldn't all the teams in the league be making the same amount of money at the end of the year.
Try this method instead: set a national media contract value, enable the option to have it be the same amount for all teams, then zero out all the other forms of revenue, e.g. ticket price, local media contract, merchandising.

Theoretically you should end up with a league where every club has the same amount of revenue every year.
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Old 04-12-2012, 01:51 PM   #5
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LGO my man......you may just be a genius
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Old 04-12-2012, 02:31 PM   #6
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Alright going to set this type of league up and run a 30 year test while I'm at work!
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Old 04-12-2012, 05:16 PM   #7
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Please let us know the results!
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Old 04-13-2012, 01:58 AM   #8
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Well just got home from work and wife closed the game 10 years into the sim. Not as long as I would of liked but long enough to find some problems with trying this. I will do another 10 year sim over night tweeking a few things.

A few things I did notice from the 10 year sim.

Notes:I set a salary cap of $120m. No cash max. Every team had a $140m national TV contract and no other sources of revenue. Average Scouting budget was $5m and Player Dev was $10m. Entire revenue stream was availabe. (owner did not control budget)

Results: Everyone DOES have the same amount of money to work with. Although everyone has different budgets for some reason. After thinking about why they would I think I remember reading that budgets has to do with market size. That could be affecting it as well as the owner personality.

The smallest budget in the league is $140m which is what I have the national TV contract set at. The biggest budget is $156m. What I don't understand is how a team can set a budget bigger than what their revenue is. Due to the teams setting a larger budget than the revenue they are taking in, there are only about 6 teams not in the red. (standard MLB setup)

Salaries are inflated a little bit as well. 23 players making over $20m. Top 25 salaries range from $19.8m-$25.4. I have SUPERstar salaries set at $22m and Star salaries set to $17m along with Good Quality starters at $12m.

The top salary IS the range I am looking for. I just didn't want SO many people making $20m+.

Things I will try to get things a little more in line.

I will try bumping both Superstar salaries and Star and good quality player salaries down $1m a piece for the next 10 year sim. Also going to add $5m in revenue to the national TV contract of all Teams.

I'm having a hard time deciding if adding in a cash max will help the teams stay out of the red without inflating salaries. I think for this next 10 year sim I'll leave it at 0 and see what happens but this will be my next experiment if this doesn't work.

Stats seemed a little inflated so I ran auto-calc as well.

In conclusion, this idea has potential if I can get the teams out of the red without inflating salaries to much.

What I'm looking for is a top end player making aroudn $25m and maybe 8 to 10 guys making $20m+

If anyone has any ideas or input I would love to hear them!
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Last edited by oman19; 04-13-2012 at 02:05 AM.
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Old 04-13-2012, 12:03 PM   #9
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Salaries are inflated a little bit as well. 23 players making over $20m. Top 25 salaries range from $19.8m-$25.4. I have SUPERstar salaries set at $22m and Star salaries set to $17m along with Good Quality starters at $12m.
If you're willing, get all the player salary data as of opening day in your league. That is, the salary being paid to each player who is on the active roster or disabled list as of the opening day of your season. From that list an analysis can be done on the distribution of salaries.

I have such analysis of real-life MLB opening day player salary data. For example, the average salary of the top 1% of players on opening day 2012 was $23.8 million; the average salary of the top 2%-5% of players was $16.7 million; the average salary of the bottom 20% of players was $481,190. And so on.

Comparing the real-world distribution of salaries by percentile against what happens in OOTP might be useful and interesting.
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Old 04-13-2012, 12:23 PM   #10
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Hmmmm. I can grab whatever data your interested in if you want but sadly I dont' think this idea is going to work. Even more teams are in the red using this method now. I simmed 20 years. With the adjustments I made, salaries still are inflated and now I have a guy making $33m a year. I have 4 teams in the green now and one of them is only 100k in the green.

The salaries tell me there is to much money in the league yet everyone is in the red.

The only thing I can think that might prevent this is giving the teams a cash max. I will create another league giving them a cash $20m cash max and see what happens.
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