Post by Bryce-KC on Mar 22, 2018 13:12:03 GMT
Preset
National Media Contract - 2 years @ 40m per year
Local Media Contract - 2 years @ 40m per year
Set both for 2 years to allow some certainty for teams as we get kicked off, you know what your baseline revenue will be. After thoe 2 years, depending on performance, those figures could rise/fall, depending on success, team popularity etc.
Merchandising LAST year - set to 20m. This resets the sim's expectations for what you should bring in this year (of course depends how full your building is).
BASELINE REVENUE - So that's roughly 100 million in baseline revenue you will start the season with.
Ticket Revenue
Last year in the game teams averaged from the low 20 millions to as high as 123m in ticket revenue. Because we are starting with even markets etc. I suspect that average ticket revenue will be down from the average of 64m that OOTP showed last year. So assuming it's roughly 20% lower as teams build up their popularity and market size, that leaves us in the 50m range expected for ticket revenue, on average.
So if each team starts with 5 million cash, has an expected 100m coming in from media and merch, and 50m coming in from season tickets. That gives us an easy budget number of $150M that we will set for all teams.
Realizing you don't need any monies for coaches, development, INT FA, or the draft (doing away with draft SB to level playing field even moreso). That is really available to be spent on payroll. Just FYI the average payroll in the default game is about 160M, but with a few big ticket contracts that I doubt get drafted, we're pretty much right in line.
SUMMARY
Opening Cash - 5M
National Media Contract - 2 years @ 40m per year
Local Media Contract - 2 years @ 40m per year
Last Year Merchandise - 20M
ESTIMATED Ticket Revenue - 50M (again, you will control this with performance, team popularity, and how you set ticket prices)
BUDGET - 150M
National Media Contract - 2 years @ 40m per year
Local Media Contract - 2 years @ 40m per year
Set both for 2 years to allow some certainty for teams as we get kicked off, you know what your baseline revenue will be. After thoe 2 years, depending on performance, those figures could rise/fall, depending on success, team popularity etc.
Merchandising LAST year - set to 20m. This resets the sim's expectations for what you should bring in this year (of course depends how full your building is).
BASELINE REVENUE - So that's roughly 100 million in baseline revenue you will start the season with.
Ticket Revenue
Last year in the game teams averaged from the low 20 millions to as high as 123m in ticket revenue. Because we are starting with even markets etc. I suspect that average ticket revenue will be down from the average of 64m that OOTP showed last year. So assuming it's roughly 20% lower as teams build up their popularity and market size, that leaves us in the 50m range expected for ticket revenue, on average.
So if each team starts with 5 million cash, has an expected 100m coming in from media and merch, and 50m coming in from season tickets. That gives us an easy budget number of $150M that we will set for all teams.
Realizing you don't need any monies for coaches, development, INT FA, or the draft (doing away with draft SB to level playing field even moreso). That is really available to be spent on payroll. Just FYI the average payroll in the default game is about 160M, but with a few big ticket contracts that I doubt get drafted, we're pretty much right in line.
SUMMARY
Opening Cash - 5M
National Media Contract - 2 years @ 40m per year
Local Media Contract - 2 years @ 40m per year
Last Year Merchandise - 20M
ESTIMATED Ticket Revenue - 50M (again, you will control this with performance, team popularity, and how you set ticket prices)
BUDGET - 150M