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Old 03-30-2019, 05:42 PM   #1
DMan77
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Player Salaries, Payrolls, and Inflation...

I'm currently in 2021 and Aaron Judge won't settle for less than 56 million a year. Mookie Betts is making 46 million, Freddie Freeman 43, Nolan Arendo, 44.

In Mookie's case he's on the Whitesox, who have a 92 million total payroll, so they're pretty crippled.

In the real 2019 world Trout signed his 35 million. deGrom with his 33, Manny with his 30...

Does it seem like the inflation is working correctly? Do you guys do anything with the finances or league settings to try and keep salaries from flying out of control? I'm not sure the payrolls are keeping up with how fast salaries are growing in my league. The salaries for the top players are going up about 10-15 million per year every 3 years.

Also this isn't a complaint... I'm just trying to make sure I have my world set up optimally

Thanks in advance.
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Old 03-30-2019, 08:22 PM   #2
DMan77
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I feel like my previous post was written confusingly now that I reread it.

I guess what I'm asking is has anyone else's financials gotten out of control? These salaries are getting high but the overall cash in the universe doesn't seem to be growing...

Last edited by DMan77; 03-30-2019 at 08:24 PM.
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Old 03-30-2019, 10:16 PM   #3
NoOne
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the game wil work on supply and demand.

if salaries are higher than you like to see, reduce revenue --- one way or another.

national media contract, local media contract, ticket price baseline, mechandise baseline... baseline attendance... missing anything?

note the different ramifcations of each... some effect all in the same way, like national media contract, while others are weighted by success to some extent. so dropping those will hurt currently successful teams a bit more than currently unsuccessful teams.

if you have inflation on, it is inevitable that it all rises higher than you like to see... turn that off, if so, or let it ride.

on the finances settings page there should be some estimates. expect about ~35M to be spent on non-player costs and 10-15M in profit. subtract that from estimated revenue and that's your average payroll... if ~125-135 or so, your max salaries in league won't go much over ~30M in any given year, and some years won't go that high. just to give you some form of baseline to work with. creep up even a bit more to 135-140 range and a 30+M salary will almost always exist in league and so on...maybe even a rare ~40M at that point? really depends on some other factors too -- like market sizes and if you customized them from default... default or ~similar market distribution will work like i predict.

so, ~125-135 average payroll will likely have a ~180M average total revenue.

this is based on experience from previous ootp releases... new release may have new dynamics, but it won't shift too far.

also, expect some oddities at the beginning of a league. give it time before drawing a conclusion.. and if you change any of these settings, use a restored backup to test it out... zoom out at least as long as the longest contract you allow -- default 10 years. this way, every contract at start is guarnateed to be "new" at that point. i'd actualyl zome out ~15 to assess such a thing. the contracts in first few years can be different financial contexts than how it will be in perpetuity after that.

Also -- if one team is extremely rich, that will cause initial demands of players to be high... you'll likely have to wait for demands to drop more often than normal. if it's your team, then nearly all extensions will be overpriced. you are better off letting them hit FA nearly every single time -- still offer and see initial demand of course. then when other franchises can't afford their silly demands on FA market, it will drop over time until it reaches a normal range for the other "29" teams. if oyu bid early, you lock yourself out of a better price and make the player angry... this is all about timing in this context... (this will happen in a normal and default league too, but not as often as what i described for one insanely rich team in a defualt league, otherwise.)

Last edited by NoOne; 03-30-2019 at 10:22 PM.
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Old 03-31-2019, 03:28 AM   #4
itsmb8
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Quote:
Originally Posted by NoOne View Post
the game wil work on supply and demand.

if salaries are higher than you like to see, reduce revenue --- one way or another.

national media contract, local media contract, ticket price baseline, mechandise baseline... baseline attendance... missing anything?

note the different ramifcations of each... some effect all in the same way, like national media contract, while others are weighted by success to some extent. so dropping those will hurt currently successful teams a bit more than currently unsuccessful teams.

if you have inflation on, it is inevitable that it all rises higher than you like to see... turn that off, if so, or let it ride.

on the finances settings page there should be some estimates. expect about ~35M to be spent on non-player costs and 10-15M in profit. subtract that from estimated revenue and that's your average payroll... if ~125-135 or so, your max salaries in league won't go much over ~30M in any given year, and some years won't go that high. just to give you some form of baseline to work with. creep up even a bit more to 135-140 range and a 30+M salary will almost always exist in league and so on...maybe even a rare ~40M at that point? really depends on some other factors too -- like market sizes and if you customized them from default... default or ~similar market distribution will work like i predict.

so, ~125-135 average payroll will likely have a ~180M average total revenue.

this is based on experience from previous ootp releases... new release may have new dynamics, but it won't shift too far.

also, expect some oddities at the beginning of a league. give it time before drawing a conclusion.. and if you change any of these settings, use a restored backup to test it out... zoom out at least as long as the longest contract you allow -- default 10 years. this way, every contract at start is guarnateed to be "new" at that point. i'd actualyl zome out ~15 to assess such a thing. the contracts in first few years can be different financial contexts than how it will be in perpetuity after that.

Also -- if one team is extremely rich, that will cause initial demands of players to be high... you'll likely have to wait for demands to drop more often than normal. if it's your team, then nearly all extensions will be overpriced. you are better off letting them hit FA nearly every single time -- still offer and see initial demand of course. then when other franchises can't afford their silly demands on FA market, it will drop over time until it reaches a normal range for the other "29" teams. if oyu bid early, you lock yourself out of a better price and make the player angry... this is all about timing in this context... (this will happen in a normal and default league too, but not as often as what i described for one insanely rich team in a defualt league, otherwise.)
Pretty much how it works with the Yankees IRL.
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Old 03-31-2019, 09:17 AM   #5
wallewalls
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the largest salary i have ever seen in ootp was 45 million, a contract i handed out, not the AI, and that was standard settings, and also more than 20 years after the start, so idk, it must be something with your settings
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Old 03-31-2019, 03:32 PM   #6
Doc32
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The biggest salaries in one of my games which is also in 2021 is Mookie Betts at $47 million, Anthony Rendon at $37 million and Trout at $35 million.

Ironically both Betts and Rendon are on the Nationals. I'm certainly going to have to play with the financials because when Guererro Jr. comes up for his first big contract it is going to be crippling.
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Old 03-31-2019, 03:55 PM   #7
Matt Arnold
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One of my leagues in the past made it up to the mid-50s for the highest salaries, and then I used the magic of the global financial modifier to cut everything in half, and that was great and brought salaries down to a much more "normal" value (other than kind of screwing up the history). But that was 50+ years in the future, so at 2-5% or so per year, that was expected.
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Old 03-31-2019, 07:42 PM   #8
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just had arenado opt out and get 42 million per year in my save today (2021 in game), thought it was cool
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Old 03-31-2019, 08:10 PM   #9
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Quote:
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just had arenado opt out and get 42 million per year in my save today (2021 in game), thought it was cool
Well, not so cool for this Rockies fan (assuming he got the 42 mil from some other team.)
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Old 03-31-2019, 08:20 PM   #10
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Quote:
Originally Posted by Matt Arnold View Post
One of my leagues in the past made it up to the mid-50s for the highest salaries, and then I used the magic of the global financial modifier to cut everything in half, and that was great and brought salaries down to a much more "normal" value (other than kind of screwing up the history). But that was 50+ years in the future, so at 2-5% or so per year, that was expected.
This is the first time I've seen anyone use the global financial modifier but I still have questions.

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Old 04-01-2019, 05:02 PM   #11
DMan77
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Interesting... Thank you for the input everyone. Contracts have sort of leveled off at this point but some still spike here and there.

A couple of you mentioned the global financial modifier... Are you guys talking about the team revenue settings, or the "mass adjust current financial values" setting? Feels like that might be a good way to knock things back a little bit anyway.
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