April 28, 2015 10:48
Paulo Marques
13 posts(s)
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Topic: Economy Hi guys! Now that the season has ended, I will give my opinion about how I find the economy model, using my club’s data. I think the valuation of the players value is fair. You have less money, players cost less, it’s ok. However, I find the salaries way too high in comparison. I started the season with $19,148,995 total cash, with a level 10 stadium and did a great season, objective’s wise. Sold only one player by $1,200,000 and bought no one. My total balance now is: $21,997,776. Comparing with season start, it’s a profit of $2,849,781 (if you take the player sale from the equation, it results in only $1,649,781 profit). That being said, I think that, or the sponsors and tickets are too low, or the player’s wages are too high but as it is, the economy model is more harsh than it should, imho. What are your thoughts on this? Cheers! |
April 20, 2015 05:54
Gabriel Cesario
4,296 posts(s)
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Topic: Economy Ah, but keeping inflation in check will not be achieved by limiting the transfer price. People can still have hundreds of millions and pay 4 millions for a good player, if that’s the limit for instance. We’ll have to worry about inflation as a separate issue, that’s for sure. We need a way for managers to spend extra money, when they have it. |
April 19, 2015 20:56
Davison
828 posts(s)
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Topic: Economy keep inflation incheck hello0 ? |
April 19, 2015 07:24
Gabriel Cesario
4,296 posts(s)
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Topic: Economy What I don’t understand is why allowing high transfer prices bothers you so much Davison if nobody will pay those prices. Maybe in a few seasons some teams will have that much money and will be willing to spend it on outstanding players, so why put a limit now and remove it or increase it later? The estimated value is just a number to give people a rough idea and a baseline for clubs without managers. |
April 18, 2015 15:47
Davison
828 posts(s)
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Topic: Economy well the reason i put my players on transfer at such a price is a stab at gabriel so he finally fookn listens and if he wants a player est 4mil then only let him be sold for 4 mil. thats the only way i see any progress. if our budgets are going to be so shitely low then do not allow higher than value sold…however to do so it would take gabriel to finally fix it and not just sticker over hte problem… …thats my opinion fair enough ? yup yet still ignored |
April 18, 2015 10:08
JoeKennedy
296 posts(s)
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Topic: Economy Good to see the AI not paying for below average players. I like all the changes so far apart from the transfer budget part. I would rather have just one budget that I have to manage but that’s just my opinion. Can managers also stop putting stupid transfer values on average players? Most teams have between 3-10million to spend not 15-30mil depending were you look. |
April 16, 2015 11:27
Dimitri
639 posts(s)
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Topic: Economy Did anything change in buying/selling players and AI teams? I had the idea that in the past some AI team would buy your player if the price was lower than the value. No luck so far with my two decent 21 yr olds though. Or do I just have to be more patient? Edit: Perhaps I should have, after lowering the price for the fifth time I finally got bids on one of the players :) |
April 15, 2015 10:13
Gabriel Cesario
4,296 posts(s)
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Topic: Economy I see you’re currently selling a couple players but they’re not great. I mean, one has awesome secondary skills, which could be attractive, but he’s already 31. The other one is a promising young player, but not everyone is looking for that. I suppose to begin with it will be only easier to sell great players, but of course you will want to keep them most of the time. Some smaller teams may be interested on average players, especially AI managed teams, but it will depend on what they can afford at the moment. Maybe others can give you better advice as I’m not a great seller myself :-P |
April 15, 2015 09:29
Hounddog
236 posts(s)
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Topic: Economy Selling players is a mechanism I have not yet worked out how to do properly. I need to get some space for a youth guy coming up, any advice? |
April 15, 2015 01:10
Gabriel Cesario
4,296 posts(s)
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Topic: Economy The logic behind the money given to teams initially was random but constrained to the fact that it should leave the team in a regular economy situation. I’ve seen rich teams that are struggling to make money and small teams that are getting lots of money, so I’m not overly concerned. Overall the money is increasing in the game and soon the initial money loaded won’t matter anymore. |
April 14, 2015 22:27
Davison
828 posts(s)
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Topic: Economy because im a better manager and have saved money and not splurged on shite and have enough points for investments |
April 14, 2015 19:05
Dimitri
639 posts(s)
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Topic: Economy I still wonder: how is it possible that Davison (who is not doing a good job according to the newspaper, so approval rating very low) has more money than my team? I have an approval rating of 95%, very good economy, good results. Just because England has a higher country ranking than The Netherlands? |
April 14, 2015 10:36
Gabriel Cesario
4,296 posts(s)
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Topic: Economy Davison, you don’t get it. Face this as a reset on game economy. It was shitty before and we are fixing it by bringing back the money, which is what everyone (including you) wanted. Clubs will not have a lot of money to start with, but with good management (and any necessary adjustments from us) they should improve and be able to afford more players. Forget about what you had in the past seasons, that was a different economy model that we tested and didn’t work out. At least now I can see some meaningful transfers going on that require more thought into them because money is a finite resource once again. Player values are just estimates, people are free to bid as much as they want (or can afford) on players. |
April 14, 2015 07:58
Dimitri
639 posts(s)
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Topic: Economy How did Davison (who would complain no matter what) get that much money? |
April 14, 2015 06:40
Davison
828 posts(s)
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Topic: Economy that makes zero sense for 3 straight seasons ive recieved 300m and 2 of which i spent nothing of it. yet i start this season with a shitty 14m in club money and a 4m transfer gabriel your killing this game mate. your not tackling the problem your compounding it fix the players values and max someone can be sold. ie make it that no one can be sold past thier player value. make the player values absolute and thats that. no one has any money now and theres fuck all on the market anyway. shit players everywhere shame managersim doesnt have a fast tick |
April 14, 2015 01:50
Gabriel Cesario
4,296 posts(s)
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Topic: Economy Also, player values were reduced to reflect the new reality, if that proves not to be enough we can always adjust them. If money increases in the game over time I’m sure people will start selling players for higher values. |
April 14, 2015 01:49
Gabriel Cesario
4,296 posts(s)
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Topic: Economy level 10 = 4m transfer budget with the amount of money your team currently has. Remember the transfer budget value is now attached to your money balance, it’s not a separate value you have to spend on players, any players you buy will deduct money from your money balance AND from the transfer budget. Similarly, selling players will add money to the club balance AND to the transfer budget, the difference being that only a % of the sale goes to the budget (determined by the corresponding investment level). That said, the budget left is not carried over because there is nothing to carry over, it will be re-calculated based on your money balance and the level chosen. Does that answer your question? Cheers |
April 13, 2015 23:06
Davison
828 posts(s)
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Topic: Economy so level 10 = 4m transfer budget. put a max on players transfer price then . make it you cant sell for higher than value. also if i dont spend this 4m ( pathetic) does that mean next season i retain this ? ( the answer most likely in rubysoccer logic is no) large stadium, check 4m sigh |
April 11, 2015 01:04
Gabriel Cesario
4,296 posts(s)
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Topic: Economy That means stadium plays an important role on your income now, so during investments level selection you should try to get a decent size without aiming too high so that you don’t have to pay too much for maintenance without using the full capacity. The fact that you get less money when you have a not so good squad mimics the real life challenge of turning a small/medium club into a big one. Sometimes you may have to sell a star player to get more money. If with time we realize such challenge is impossible we’ll make the necessary adjustments ;-) |
April 10, 2015 06:45
Hounddog
236 posts(s)
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Topic: Economy So do these changes mean that as I have a tiny stadium, I will not be able to get any significant revenue? My normal club home matches would not draw a big crowd, so does that mean that I have a real limit to how good a squad I can afford? |
April 10, 2015 02:44
Gabriel Cesario
4,296 posts(s)
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Topic: Economy @Fabio: sure thing! So, the ticket price is 10 for all matches, except for club world cup where it is 20. The attendance depends on the type of match, the quality of the teams involved, their position (if league) or competition stage (if cup or international). The home team position and quality has much more influence than the visitor, but both play a role. Oh, for league matches your division matters as well. To sum up: @Filipe: I know it’s too early, just anxious to see how it plays out! I’m also very happy to be back working on the game. Cheers |
April 09, 2015 18:34
Filipe Silva
803 posts(s)
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Topic: Economy To soon to give you feedback about the changes, but already happy to see you guys back to “work” in RS :D Cheers! |
April 08, 2015 22:20
Gabriel Cesario
4,296 posts(s)
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Topic: Economy @Dimitri: yes, they both still play their usual roles. The main differemce is that transfer budget will be calculated based on your money instead of having the old crazy high values. I should also mention that stadium level will determine your stadium size as well now. @chaos: I am sure you will see the benefits of having a money balnce to drive the club finance. It adds a new level of planning amd strategy to the game. The way it was nobody cared much about spending money and selling players was not much worth it. Wages can be adjusted if they prove not be at the right levels yet. Cheers |
April 08, 2015 14:55
chaos
45 posts(s)
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Topic: Economy As it turned not worth continuing , I prefer to come back as it was before . 300 million my club got 3 million. Wages have not abated . So there was |
April 08, 2015 13:56
Dimitri
639 posts(s)
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Topic: Economy Nice to see money back! But does the transfer budget still play a role? And the percentage at ‘Money from players sold added to transfer budget’? |
April 08, 2015 13:19
Paulo Marques
13 posts(s)
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Topic: Economy Thanks for the explanation Gabriel! Cheers and keep up the good work!! Paulo |
April 08, 2015 11:42
JoeKennedy
296 posts(s)
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Topic: Economy Pretty cool! I’m glad to have the money back, was too easy just getting loads of money each year. At least transfer fees will be realistic from now on. All seems good so far, nice job! |
April 08, 2015 11:27
Gabriel Cesario
4,296 posts(s)
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Topic: Economy Hi Paulo, this topic has a summary of the changes, but not in detail. I’ll try to bring back the discussion with Danilo of a better in-game help system, we defintely need that! In a nutshell your team now has a money balance available, you will make money with tickets sold (when playing home matches), sponsorship (based on your team quality at season start), merchandise (based on team’s performance) and selling players. You will spend money with player wages, stadium maintenance and buying players. In the future we may add more ways to earn and spend money. The fixed incomes (sponsor and merchandise) and expenses (player wages and stadium maintenance) happen every 3 turns, and you can check that in the Finance screen. The main difference between the old system and the new system is that your transfer budget now will be set based on your money balance and your player wages will need to be more carefully managed to make sure you don’t go bankrupt. The wage limit is there but if you use it all there is no guarantee your club will have enough funds to pay wages for too long. You will get the gist of it after a few turns. Talking about bankuptcy, if you ever reach a point were your balance would become negative, a random player is “sold” by a price close to his estimated value and is removed from the game. If that’s not enough to put you back on positive balance, another player will be sold and so on. If you reach the minimum number of players (I think it’s 14, including at least one GK) and you’re still negative, you will be fired and the team finances will be rebuilt so that the next manager stands a chance. Hope this helps. |
April 08, 2015 11:07
Paulo Marques
13 posts(s)
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Topic: Economy Hi Gabriel, So, how does it work now? Is there a thread with all the changes? Are there more ways to make money, like ticket revenue, merchandising, etc? Cheers, Paulo |
April 08, 2015 09:06
Gabriel Cesario
4,296 posts(s)
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Topic: Economy Initial analysis of cash flow in MediumTicker where we had a league round and a financial period rollout indicates the economy, in general, is in good health. We had an addition of approximately 170 M in club money overall. Of course the real analysis will have to be done over the course of a season, after all we have a period where no official matches are played but clubs still have to pay the players. |