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Old 01-10-2012, 01:53 PM   #21
Cinnamon J. Scudworth
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Originally Posted by PSUColonel View Post
I am really beginning to think cash max is the only way to hold the league finances in check...Is cash max meant to simulate profit sharing? Is it realistic? I was setting cash max out to 500,000,000 and it seems to balloon the entire financial system out of whack.
It's mean to prevent AI teams from going too deep into debt in order to produce more stable finances.
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Old 01-10-2012, 02:07 PM   #22
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If a team has the money it will spend it on the FA. That is where your problem is. Cash Max of 500,000,000 is basically unlimited funds. In a few seasons you will see players ask for 40-50M per season. You need to keep cash max at about 10,000,000 for the salaries to be kept in check.
Does this mean the maximum amount of cash any one team can annually earn is $10,000,000 before the rest of their profits are divided amongst the rest of the teams' in the league?
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Old 01-10-2012, 02:09 PM   #23
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Does anyone have a screen shot of the default settings that are supposed to work with the MLB style league?

Here is what I'm using now and they seem ok so far:


Last edited by MizzouRah; 01-10-2012 at 02:14 PM.
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Old 01-10-2012, 02:25 PM   #24
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what's the game date?
2011-2012
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Old 01-10-2012, 02:32 PM   #25
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I've finally settled on a good settings. THis is for fictional leagues. Almost every team makes a profit, most in the 10-20M range. There is more money available for free agents. Also CPU teams allocate more money to scouting and player development, which helps them compete with the smarter user. Salaries are also perfectly fine. No good FAs are left unsigned by opening day, and all type A/B FAs are usually all signed by mid June.

National Media 28M (I use fixed all teams, optional)
Local Media 35M
Merchandise 15M
Revenue sharing 30% income (optional)
Gate share 0% (optional)
Player Dev budget 8M (default)
Scouting budget 4M (default)

Salary expectations
Super star 14M
Star 11M
Good 7.5M
Above avg 5M
Avg 3.2M
Below avg 2M
Fair 800k
Poor 600k

Borderline replacement level players now ask for less money. So CPU teams are less likely to overpay for these guys (compared to 400k replacement players).

Going to give this a shot. Thanks!
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Old 01-10-2012, 02:38 PM   #26
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Does this mean the maximum amount of cash any one team can annually earn is $10,000,000 before the rest of their profits are divided amongst the rest of the teams' in the league?
It means that the amount carried forward as cash (or debt) from one year to the next cannot exceed $10 million (or negative $10 million, in the case of debt). Profits are not divided amongst other teams in this way. Rather, the cash is kept within the max through the owner siphoning off cash as profit or providing additional cash as revenue.
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Old 01-10-2012, 03:28 PM   #27
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It means that the amount carried forward as cash (or debt) from one year to the next cannot exceed $10 million (or negative $10 million, in the case of debt). Profits are not divided amongst other teams in this way. Rather, the cash is kept within the max through the owner siphoning off cash as profit or providing additional cash as revenue.
Correct. It's there mostly to help CPU teams from generating a huge negative balance and also limit salaries (FAs will keep asking for more money if you have it).
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Old 01-10-2012, 03:36 PM   #28
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See what happens if you zero out the National Media, and go solely on local media and merchandising. Adjust the numbers so the avg. profit reflects what you have now. Also set cash max to 10,000,000. See what happens....I am curious to see if Large Market teams will behave more like Large Market teams over the long haul...and also to see if the same hold true for small market teams. I have tried this before with a cash max at 500,000,000...and within a season or so, salaries were so inflated it was ridiculous. Players are making 35,000,000 plus a year.
I haven't done this testing this year, although I tested financials extensively in the past. It works out reasonably well with some user input. You will see a wider range of payrolls. The caveat is you must also control the market size. Market sizes don't work like reality in OOTP. So a "small" market team will increase it's market size if they start winning and making lots of revenue. The opposite happens too. So every few years you may need to readjust the market sizes.

As I understand it:
Some combo of market size + fan interest determines gate revenue.
Market size mostly determines the variable media revenue.

However market size seems to vary based on payroll and budget.

This is the reason use fictional leagues. I allow the inaugural draft payroll to determine the initial market sizes. Then with a combination of revenue sharing and fixed media contract- most teams stay within a fairly tight payroll. Then I allow the market sizes to fluctuate on it's own.
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Old 01-10-2012, 03:38 PM   #29
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Does anyone have a screen shot of the default settings that are supposed to work with the MLB style league?

Here is what I'm using now and they seem ok so far:

Do teams generate much revenue with these? I found on the default setting that around 1/2 the teams lost money every year. Also teams would decrease their player development and scouting budgets.
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Old 01-10-2012, 04:48 PM   #30
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Correct. It's there mostly to help CPU teams from generating a huge negative balance and also limit salaries (FAs will keep asking for more money if you have it).
Like Prince Fielder?
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Old 01-10-2012, 04:57 PM   #31
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Do teams generate much revenue with these? I found on the default setting that around 1/2 the teams lost money every year. Also teams would decrease their player development and scouting budgets.
I'm not sure yet.. it takes me some time to get through a season and in the past I've had to give teams $10 million so they could sign FA's.
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Old 01-10-2012, 05:03 PM   #32
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I'm not sure yet.. it takes me some time to get through a season and in the past I've had to give teams $10 million so they could sign FA's.
I don't want that...if I have to do that I would just rather not even play the game. I am looking for settings that will allow me to be "babysitter free".
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Old 01-10-2012, 05:09 PM   #33
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I don't want that...if I have to do that I would just rather not even play the game. I am looking for settings that will allow me to be "babysitter free".
As I am.. this will be my first year with these settings.. I'm almost to the playoffs.
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Old 01-10-2012, 05:25 PM   #34
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The more I have been fooling around with this, the more I am becoming convinced the default 2011 settings are best. In this setting, the cash max is extremely low (just over a million) but larger markets seem to hold form longer, a small stay smaller. Also small markets have lees to spend, while Large Markets have more. It's not perfect, but it seems the best. Anyone else want to give it a whirl and report back?
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Old 01-10-2012, 05:35 PM   #35
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I now wonder what would happen if I also shut off the ability for owners to control the budgets, and set cash max to zero??????
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Old 01-11-2012, 11:47 AM   #36
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If a team has the money it will spend it on the FA. That is where your problem is. Cash Max of 500,000,000 is basically unlimited funds. In a few seasons you will see players ask for 40-50M per season. You need to keep cash max at about 10,000,000 for the salaries to be kept in check.
What happens if it is kept at zero, or just over a million?
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Old 01-11-2012, 12:34 PM   #37
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What happens if it is kept at zero, or just over a million?
I believe if you kept it at 0 then it would be unlimited. If you have it at 1M then it will be harder for teams to have enough to spend on FA. Your team would need to be making revenue from other sources.

I keep the game at the default settings and I am in my 28th season with no problems with unsigned stars or too many teams with zero or losing too much money.
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Old 01-11-2012, 01:21 PM   #38
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which default? MLB or the MLB fictional quick start? BTW- Why are these different anyway?
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Old 01-11-2012, 01:25 PM   #39
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which default? MLB or the MLB fictional quick start? BTW- Why are these different anyway?
I just use the fictional settings for my fictional league. I am not sure why the quickstart would be different than a fictional league.

I always play custom leagues and create a backup of the initial setup to save in case I wish to restart the league (and I do often).
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Old 01-11-2012, 01:48 PM   #40
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One thing to note is the Player development budget is there to balance finances it only has a small effect. Setting that to 0 will help and not really hurt anything. Increasing cash maximum can help too. Owners can infuse more cash. The only problem is it can make small market teams big spenders if they get a big influx of cash.

I generally stick ticket price and adjust attendance if it is feasible. Upping avg. attendance can give teams a lot more cash. You might actually want to raise gate revenue sharing if you want some boost to struggling teams. 0 will mean teams like the Yankees rake in and give nothing to the Royals when they play them at home. Historically, gate revenue sharing has been there since the beginning. Wright wanted it to be 1/3 in the beginning of the NL. In non-league friendlies Boston would often demand 60% of the gate take!

Of course if average attendance is getting above stadium size this does nothing so you have to raise ticket prices.
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