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Old 12-13-2013, 11:21 AM   #21
jhart05
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Originally Posted by MooK881 View Post
I would definitely keep your salary cap at 35 mil like you have. Much better
this system isn't perfect but most teams will spend over 20 million
32 of my 40 teams spend over 20 million
only 2 above cap (due to recent activation of arbitration in my league as an experiment)

What are you currently using for your player salary breakdown?

With $100MM cap, I'm guessing probably 3 times what I listed.

(The superstar, down to league min.)

Last edited by jhart05; 12-13-2013 at 11:29 AM.
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Old 12-13-2013, 11:28 AM   #22
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I would definitely keep your salary cap at 35 mil like you have. Much better
this system isn't perfect but most teams will spend over 20 million
32 of my 40 teams spend over 20 million
only 2 above cap (due to recent activation of arbitration in my league as an experiment)

In my first attempt with this salary system, I used the initial player draft.

I had every team within $2MM payroll of each other. Ranging from $24MM to $22MM. Thought that was great!!

In looking thru the teams, some teams didn't draft enough pitching to fill up their minor league teams. Not sure if I see this as a true issue yet thou. I had wanted not to use any ghost players, but I may have to. I do have plenty of FA's now, so suppose I could force those teams to release some position players and sign some pitchers.

Next time I'm going to try the auto-fill rosters, see what that gives me.
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Old 12-13-2013, 01:29 PM   #23
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Hi jhart,

I posted my player salary breakdown in an image on the previous page of posts. I am also using a 40 million cap, not 100 million. I just set my media income to that and then cash max at 55 million so teams have no chance of going in the red.

As for the minor league issue, I noticed that teams will fill them in as your minor league is very close to its season start. I have never had a problem with this. Try to see if they are full after minor league opening day.

Let me know how it turns out!

Last edited by MooK881; 12-13-2013 at 01:30 PM. Reason: More info
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Old 12-13-2013, 01:48 PM   #24
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Hi jhart,

I posted my player salary breakdown in an image on the previous page of posts. I am also using a 40 million cap, not 100 million. I just set my media income to that and then cash max at 55 million so teams have no chance of going in the red.

As for the minor league issue, I noticed that teams will fill them in as your minor league is very close to its season start. I have never had a problem with this. Try to see if they are full after minor league opening day.

Let me know how it turns out!

I see it now. Just had to scroll over to the right a bit.

Thanks!!
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Old 12-13-2013, 03:31 PM   #25
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Originally Posted by MooK881 View Post
Hi jhart,

I posted my player salary breakdown in an image on the previous page of posts. I am also using a 40 million cap, not 100 million. I just set my media income to that and then cash max at 55 million so teams have no chance of going in the red.
I did notice a few teams in the red right away. It wasn't much, so I expect that to be a result of no ticket or merchandise revenue as of yet.
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Old 12-13-2013, 08:52 PM   #26
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Tried same setup, this time letting the game automatically put players on teams. Didn't work so well. Payroll ranges from $34MM to $12MM. Not what I wanted.

I think the only way to go with a hard salary cap league is to use the initial draft and set a draft salary cap for each team.

Last edited by jhart05; 12-13-2013 at 09:24 PM.
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Old 12-13-2013, 10:18 PM   #27
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That is true, but I think the salaries will then fluctuate over the years to a wider range like u saw with the CPU assigned salaries.
One way to raise salaries also is to raise the amount if players on the active roster... I am not sure what you're roster rules are like, but I got rid of roster expansion and I always have 30 men on the active roster. I also just recently added arbitration for the last 2 years before free agency eligibility and that also makes team salaries rise (side effect is teams can go over salary cap).
Finally u could make the lower end salaries higher as well, and the super star salary really high to spread the very best talent out.
I am not so worried about teams spending to a salary floor in my league, but I believe that if u keeping tweaking it, you will get it nearly perfect.

Last edited by MooK881; 12-13-2013 at 10:20 PM. Reason: .
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Old 12-14-2013, 06:23 PM   #28
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Roster rules are going to be frozen. No expansion, no new contract rules, nothing. Keeping it all the same throughout.

I'll think about the salary thing, but I really like the lower salaries.

I'm wondering if changing the team modifiers may help keep salaries in line. The market size and fan options. I was going to adjust those anyway. Don't want them all the same, but I don't want a large variance there either.

Today I cleaned up my College feeder league. Found a couple of websites that listed the top college programs in the nation and put them in the game. Had to have my Milwaukee Panthers in there thou.

Still thinking if I want to do the same for my high school feeder.

Do you use the feeder leagues at all?
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Old 12-14-2013, 09:28 PM   #29
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Keeping the cash max low will help salaries. A part of salary demands is how much cash is floating around unspent. I doubt this is mitigated by the cap. If you have 50% of your teams with over a year of payroll in cash the players will want a slice.
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Old 12-14-2013, 11:46 PM   #30
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Keeping the cash max low will help salaries. A part of salary demands is how much cash is floating around unspent. I doubt this is mitigated by the cap. If you have 50% of your teams with over a year of payroll in cash the players will want a slice.

I'll think about this some more. Thanks!
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Old 12-14-2013, 11:57 PM   #31
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I'll think about this some more. Thanks!
I have read through the a few times. This may help.

I think if you set your national media contract (fixed and same for all teams) to 90%? of your cap, no local contract, and allowed attendance and merchandise to make up the difference you may get what you want.

You will have to play with the numbers to get the money right.

I am in an online league that has been using an $80 mil cap for about 20 seasons and our financials are very stable. I will post a screen shot of it later or tomorrow.
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Old 12-15-2013, 10:57 AM   #32
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I simmed 10 years into the future.

I think I may need to tweak my feeder leagues.

I have 1,442 free agents in my league. I believe that's way too many, correct? Probably need to remove a few feeder teams. Only about 160 have more than 1 star potential thou. Is that all right?

Also not completely happy with the financials:
- No one is over the cap, which is good. Highest payroll is $27.8MM.
- Not sure I like the $30MM carryover to the next year. I'm thinking of bringing down the media revenue.
- I think I'm going try bumping up the top salary to just $5MM.

I have some more thoughts, but it's time for breakfast. Back later.
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Old 12-15-2013, 02:05 PM   #33
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Figured out my FA issue.

Thought I had only feeder leagues enabled, but didn't. Had the feeder league plus extras selected. FA pool looks better now.

Also learned another thing. Turn off the baseball cards option when you are simming multiple seasons.
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Old 12-16-2013, 04:07 PM   #34
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I have read through the a few times. This may help.

I think if you set your national media contract (fixed and same for all teams) to 90%? of your cap, no local contract, and allowed attendance and merchandise to make up the difference you may get what you want.

You will have to play with the numbers to get the money right.

I am in an online league that has been using an $80 mil cap for about 20 seasons and our financials are very stable. I will post a screen shot of it later or tomorrow.

Could you post your financial setup in that league?

What do you guys have for a cash max carryover number?
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Old 12-16-2013, 04:13 PM   #35
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Keeping the cash max low will help salaries. A part of salary demands is how much cash is floating around unspent. I doubt this is mitigated by the cap. If you have 50% of your teams with over a year of payroll in cash the players will want a slice.

I haven't found this to be the case. After simming 10 years out, I am seeing lots of extra cash for teams, but player payroll still staying under my cap.

Have you actually seen this in game or were you just speculating?

Besides, this is an owners league, "the players are just equipment to be depreciated".
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Old 12-16-2013, 09:21 PM   #36
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Could you post your financial setup in that league?

What do you guys have for a cash max carryover number?
I'll post it tonight.
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Old 12-17-2013, 11:49 AM   #37
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Feel like I'm getting really close here. Think I've got a good set up.

Would like to see TGH-Adfabre's draft league setup, after that, I'll post my final league settings.
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Old 12-18-2013, 11:12 AM   #38
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Financials
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Old 12-18-2013, 11:16 AM   #39
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More money info, the first image is Payroll. We are in the offseason, January 10th.
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Old 12-18-2013, 11:17 AM   #40
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Budgets and Available free agents.
If what you are looking for is not in here let me know.
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