I thought it would make sense to split the part of the debate relating to the economy in general currently going on in this thread...
http://community.sigames.com/showthread.php?t=181251
...into a new thread here, leaving the former to continue the discussion regarding the emphasis that should be placed on prize money as a source of a club's income and how that should be broken down per competition, division, UFFA, etc.
Introduction
Something we've debated a lot in the beta forum in recent weeks and months is the possible need to ensure that the successful clubs at the top of the Gameworld do not have the luxury not only of their success, but also of being able to bring in high profits, thus cementing their success further and making it increasingly hard for clubs to break into this 'inner circle'.
Firstly it would be sensible of me to clarify the kind of progression system/economy that we actually want in FML, as a number of people have asked for this.
- teams should not all be the same! A thriving Gameworld will have clubs at all financial and reputation levels. If every club is the same, then everyone competes for the same players, there is little reason to trade between clubs, and the game becomes boring. A gap between the rich and the poor is only a bad thing if a club cannot close the gap in a reasonable time frame (see below). The satisfaction of a giant-killing can't happen if there are no giants.
- crucially though, it should be possible for someone arriving at any stage of a Gameworld's existence to, given sufficient time, become one of the best teams in the Gameworld. A reasonable timeframe might be for a Gameworld that is 10 seasons old or greater, it could, if you were a good manager, take 10 seasons to work your way up from the bottom (the day you first sign-in) to the top (winning the UFFA CL three times in a row to gain the maximum rep of 20). For a Gameworld that is 5 seasons old, I think it would be reasonable to be able catch up in 5 seasons.
- perhaps more importantly than the above, however, a club should be able to see an immediate opportunity to progress up to the next level as a new club, and the potential for progression should be ever-present. Of course, that doesn't mean they will progress, because obviously not everybody can, but it should be within reach, and never appear impossible through some long-term effect of the economy. Most important of all, it should be fun trying to reach the next level!
- to achieve the above, we need a fluid economy where teams can rise and fall, and interchange with each other at all levels in the Gameworld. That doesn't mean that managers shouldn't be able to stay at their level, just that a drop in performance should have a bigger effect than it does currently in the game. To stay at the top of the Gameworld should require a near faultless performance from the manager and shouldn't be overly reliant on some prior investment/decision that means they are no longer properly tested. i.e. investment in something like your stadium should buy you the chance to afford to pay the top players, but not hand you no-strings-attached financial security.
So, how do we achieve that?
The most obvious thing to aim for is profit margins that are reduced dramatically for teams at the top of the Gameworld.
Essentially, if it cost so much to maintain your success to the extent that you cannot make a profit, then you start to live life on the edge. Your performance at that level starts to require you to continue to perform at that level in order to continue to be able to pay the bills, and if the mechanics are weighted correctly (and this is why I have proposed a greater emphasis on your performance during a single season for your income) then a slip-up will be more costly and potentially open the door to another club taking your place.
Some suggestions made in both the beta forums and in the prize money discussion thread identify the situation where locked players (generally the best ones in the Gameworld) are prevented from receiving a 'market wage' and so you end up with a situation where you have teams sitting pretty, with talented squads on low wages making substantial profits, whereas if those players had the opportunity to be properly 'valued' (in wage terms) on the open market they would ask for much more and thus reduce the profits being made.
Why don't we remove the locks?
This would appear at first-glance to be the purest solution; every player would then be regularly valued on the open market and command what the economy deems him to be worth and you would expect that as a result, profit margins would reduce.
However, there are a number of problems with this approach.
Firstly, the obvious one, locks were there for a very good reason! Namely, to enable a manager to keep a certain number of 'favourite' players indefinitely, players who he/she most likely has a bond with and who are important in keeping the manager interested in playing the game.
Secondly, it wouldn't necessarily help the smaller clubs - clubs with greater spending power might just end up poaching the best players from the smaller clubs. This could be mitigated against perhaps by a fairer method of compensation, but even then, losing a player through poaching is probably one of the least palatable aspects of the game. We've all had it happen, and it's not nice!
Thirdly, anything that encourages end-of-contract poaching is liable to have a negative effect on actual transfers taking place, as managers choose to wait for the end of contract auctions (although again, changing the way teams are compensated in end of contract auctions could help reduce this problem).
Owner has last matching rights
Another possible solution might be a system whereby the owner of a player gets a final option to match the highest bidder in an end of contract auction.
In this system, the owner wouldn't bid in the auction but would be told at the end of it what the highest bid was, and have a period of time in which to decide whether to match the offer.
The idea would be that the player still ends up commanding a market wage but the owner still retains control over keeping his favourite players, and this system would replace the concept of locks (that is, every player would go through this system instead).
There are problems with this approach too though.
Firstly, would it lead to people making spiteful bids for players they have no intention of signing simply because they know the owner wants to keep him desperately and thus force the price up?
Secondly, under the current transfer system teams could simply trade players with each other to get around it completely, so a solution would need to be thought for that.
Wage demands rise with the club
An idea put forward both in the beta forums and in the competition discussion thread would involve a system whereby the wage that a player will extend his contract is scaled-up according to the reputation of both himself and the club he plays for.
In this scenario, the concept of locks would be extended (or removed depending on how you look at it) such that all players can be locked, but at a wage cost.
The idea would be that this "wage multiplier" rises or falls gradually the longer the player is at a particular club.
It would be weighted such that particularly for the top players at top clubs there would come a point whereby it was sensible on the part of the owner to allow the player to go to a wage auction instead since the wage the player was asking for to extend his contract was either unaffordable to the owner or the owner simply doesn't think it is worth it.
myheadhurts suggested the following in the earlier discussion:
1 star player reputation - wage multiplier of 1.0 for all clubs regardless of player
2 star player reputation - wage multiplier of 1.0 for a level 1 club up to a maximum of 1.1 for a level 20 club
3 star player reputation - wage multiplier of 1.0 for a level 1 club up to a maximum of 1.25 for a level 20 club
4 star player reputation - wage multiplier of 1.0 for a level 1 club up to a maximum of 2.0 for a level 20 club
4.5 star player reputation - wage multiplier of 1.0 for a level 1 club up to a maximum of 3.0 for a level 20 club
5 star player reputation - wage multiplier of 1.0 for a level 1 club up to a maximum of 5.0 for a level 20 club
A possible timeframe for a wage multiplier to fully align itself with a club might be 5 seasons.
The advantage with this approach is the lower the club the more security they have in keeping their players on their base demand.
The disadvantage with this approach goes back once again to the desire for a manager to be able to retain his favourite player; under this system it would be possible, at cost, but for the top players at top clubs, likely to be unrealistic.
Arguably, however, nobody should be able to monopolise the Gameworld's top players in this manner and the greater interests of the GW as a whole should be considered more important!
This system might sound complicated - but to you, as a manager, you would simply be told (as you already are) how much it will cost to auto extend a player's contract and choose whether you accept this or would rather risk a wage auction. The difference would be that the wage he asks for to extend his contract would rise or fall not only depending on the player's reputation (i.e. as he gets better, worse etc) but also as you, as a club, rise or fall in the Gameworld.
A more dynamic locking system
Celvin has suggested that the system could stay as it is but with a more flexible locking system available.
He writes:
"Imagine if a player's reputation(or AQ) could be broken into points, and you were only able to protect players for X amount of accumulated points.
For instance:
A Household Name: 5 points
World Famous: 4 points
High Profile: 3 points
Reckognized and below: 2 points each
Total points available: 15
For instance: You could protect: 1 Household Name 1 World Famous and 2 High Profile players at the same time."
Clearly this would help, but would you till end up with a number of players (albeit a smaller number of top players), bypassing the market, and thus just deferring the same issue of wage demands not keeping up with income?
There would also be the problem of top clubs transferring their 1 household name amongst each other at his low wage which would have to be addressed for this to work.
Conclusions
Those are just four possibilities, and all focus on the impact of wage demands on the economy.
Other possibilities include things like making stadium income more sensitive to performance via the introduction of fans expectations (high % of corporate fans? had a bad season? then let's drop your income more than we would normally for your drop in reputation). Although this alone would unlikely be enough to solve the problem, it would still be a nice addition.
Or a very crude mechanism to wipe out a club's profit each season via the payment of 'dividends' to imaginary shareholders.
I'm sure there are more.

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).
. I mean take Man Utd for instance, they went out of the F.A Cup to leeds recently (i know real life is different but its the same idea) and im sure that victory was made all the more sweeter for leeds with it 1 being a big club and 2. being a rival.
) but rather 50k or whatever it is. 


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