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Old 03-16-2016, 05:50 AM   #1
Pineywoods OOTPer
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Actually a financials question....

I simmed MLB 50 years into the future on a OOTP 16 format and noticed that the league financials never adjusted from 2015. My question is will it likely do the same in OOTP 17 or how can I progress (adjust for possible inflation) in a similar style league??
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Old 03-16-2016, 06:18 AM   #2
cienpelusas
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Quote:
Originally Posted by Pineywoods OOTPer View Post
I simmed MLB 50 years into the future on a OOTP 16 format and noticed that the league financials never adjusted from 2015. My question is will it likely do the same in OOTP 17 or how can I progress (adjust for possible inflation) in a similar style league??
I also noticed this during last summer but IIRC I gave up because I couldn't get anything to work properly and automatically without adjusting baseline salaries/payrolls/all-kinds-of-money-related-stuff every single season.

Would be nice if someone has any tip on how to apply realistic inflation to the game as it progresses.
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Old 03-16-2016, 07:38 AM   #3
geoffmatt17
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Inflation is not a part of the financial model, and I don't anticipate it to be built in either. I've seen it mentioned that because inflation would just be an educated guess at best, it's instead not factored.

If you want to use inflation, you can adjust all the financial settings each season (I choose to do it on the day in between the World Series and the day the offseason starts). Make sure if you adjust the expense side, you also adjust the profit side, and vice versa, otherwise things will get all out of sorts
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Old 03-16-2016, 08:14 AM   #4
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Couldn't you just edit financials.txt in a spreadsheet editor and apply a formula to increase the values by a certain percentage each year after 2015? That way you could go as far into the future as you want.
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Old 03-16-2016, 08:14 AM   #5
Matt Arnold
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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.
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Old 03-16-2016, 08:32 AM   #6
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Appreciate all the responses. Gives me a few ideas, but I should had been more specific when I simmed into the future, I let it run 50 years on its own. But again, thank you all.
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Old 03-16-2016, 03:16 PM   #7
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I may have a tool that makes the inflation calculation process a lot easier - I turned the financials.txt file into a google sheet, then made some inflation related assumptions about the future of baseball (it got bleak there for a while folks) and created the following tool:

https://docs.google.com/spreadsheets...dh8/edit#gid=0

You should be able to download the file, make your own assumptions in excel, then save it as a .csv and open it in notepad to turn it into a new financials file. I haven't actually tried this out yet (my life is a bit busy at the moment) but if anyone wants to let me know if this works, that would be great.
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Old 03-16-2016, 03:58 PM   #8
Le Grande Orange
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Quote:
Originally Posted by Matt Arnold View Post
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 View Post
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.
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