Originally posted by Bort
TL;DR version:
Additions/changes to the current system:
- "Soft" salary cap with luxury tax similar to Major League Baseball. This is basically a tax for having lots of high paid players like the Yankees
- Addition to player morale of a game-time morale "reserve" where player can have over 100% morale
- Better salary adds bonus to player's morale reserve, though there is no penalty for low salary
- Seasonal items available for teams to buy that boost player morale reserve (items listed below)
- Players get first set of equipment for free, additional EQ and AEQ is paid for only with bonus tokens
Stuff that's the same:
- tickets and concessions
- stadium construction
What is changing about the financial system?
We're doing the following:
1) Adding a salary cap
2) Adding items for team money to be spent on (Team Promotions and Bonuses)
3) Eliminating Player For Cash Trades and the EQ fund
4) Having Player Salary and Team Promotions and Bonuses determine a Morale Reserve
5) Adding a Luxury Tax and Revenue Sharing
6) Removal of Signing Bonuses from Contracts
IMPORTANT NOTE - in order to implement these changes and have teams start out on a level playing field, teams will all be reset to a standard team cash amount depending on what league you are in. This is a ONE time only reset and will not happen in future seasons. If your current team cash is in excess of this amount the amount that it is over will be put into a Overage Account. The Overage Account can be used as follows:
Can use 100% of value for stadium construction
Can use 50% of value for team promotions (items purchased will cost twice what they normally do)
Can use 20% of value for seasonal team possessions (items purchased will cost five times what they normally do)
Team Cash Reset Amounts
WL/Pro - $30,000,000
AAA - $25,000,000
AA/Uncapped - $20,000,000
Level 46 - $16,000,000
Level 42 - $14,000,000
Level 38 - $12,000,000
Level 34 - $10,000,000
Level 30 - $8,000,000
Level 26 - $6,000,000
Level 22 - $4,000,000
Level 18 - $2,000,000
Level 14 - $1,500,000
Level 4 - $1,500,000
Salary Cap and Luxury Tax
A league's salary cap will be determined based on the average incoming team revenue for that league. Things that count towards incoming team revenue include but is not limited to: Ticket Sales, Concessions and Media Revenue. The amount of the salary cap will be 60% of the average incoming team revenue for that league. Player salaries apply towards the salary cap. You can sign new players or renegotiate the contracts of players that are currently on the team if you are over the cap. If a team goes over the cap, the total amount they are over the cap will not only have to be paid to the player's contracts but will also have to be paid as a fine (aka Luxury Tax) that will be redistributed to all teams in the league that did not go over the cap.
--For example, a team is 10 million over the salary cap. 30 teams do not go over the salary cap. The team that is 10 million over the salary cap will have that money removed from their team cash and it will be redistributed equally among the 30 teams that did not go over the cap
You can renegotiate the contracts of players that are currently on the team as often as you wish. If in renegotiating upwards you go over the Salary Cap, the amount you are over the Cap will go towards the Luxury Tax. You can only renegotiate upwards, not downwards. If you want to renegotiate a contract downwards, you can only do so in the off season. League Minimum Salary will equal .5% of the league Salary Cap. League Maximum Salary will equal 5% of the league Salary Cap.
Salary Cap and Minimum/Maximum Salary Amounts - The following salary cap figures are based on having a maximum ticket price of 1.5 times the normal levels, instead of the current 2.5 times. We assumed the average ticket price would be 1.4 times and average concessions sales for 8 games for a likely sized stadium for that level. Media revenue was also accounted for but like ticket prices it will be reduced by 40%. 100 level stadium sections that cost 1 million will be reduced to 600K and 100 level stadium sections that cost 1.5 million will be reduced to 1 million:
Level 4
Salary Cap = $3,500,000
Minimum Salary = $17,500
Maximum Salary = $175,000
Level 14
Salary Cap = $3,500,000
Minimum Salary = $17,500
Maximum Salary = $175,000
Level 18
Salary Cap = $4,200,000
Minimum Salary = $21,000
Maximum Salary = $210,000
Level 22
Salary Cap = $5,700,000
Minimum Salary = $28,500
Maximum Salary = $285,000
Level 26
Salary Cap = $7,500,000
Minimum Salary = $37,500
Maximum Salary = $375,000
Level 30
Salary Cap = $9,700,000
Minimum Salary = $48,500
Maximum Salary = $485,000
Level 34
Salary Cap = $11,700,000
Minimum Salary = $58,500
Maximum Salary = $585,000
Level 38
Salary Cap = $12,200,000
Minimum Salary = $61,100
Maximum Salary = $611,000
Level 42
Salary Cap = $12,600,000
Minimum Salary = $63,000
Maximum Salary = $630,000
Level 46
Salary Cap = $13,000,000
Minimum Salary = $65,000
Maximum Salary = $650,000
Uncapped/A
Salary Cap = $19,000,000
Minimum Salary = $95,000
Maximum Salary = $950,000
AA
Salary Cap = $20,000,000
Minimum Salary = $100,000
Maximum Salary = $1,000,000
AAA
Salary Cap = $24,000,000
Minimum Salary = $120,000
Maximum Salary = $1,200,000
Pro/WL
Salary Cap = $27,000,000
Minimum Salary = $135,000
Maximum Salary = $1,350,000
Morale Reserve
A player's salary and their team's possessions will impact their morale reserve. Morale reserve is a type of increase to a player's pre-game starting morale. It is not a bonus or a penalty... it acts as a reserve. For example, if a player's morale reserve increases their pre-game starting morale to 115, then the player will essentially act as if they are at 100 morale until 15 points of morale have been depleted from their player. Once they get to 100 from their morale reserve starting point they will start depleting morale and suffering the morale penalties as normal.
NOTE - as a result of these changes, the Mentor and Motivational Speaker VA's will be going away at the end of this season.
Running Out Of Money
If a team runs out of money and goes negative any time during the season, players or coaches will be not get paid and their Morale Reserve Bonus will default to 0. No Morale Reserve bonuses will be added in. If your team is out of money for more then 10 days, it will be taken away from you and turned over to the league.
Scaling Cost of Team Purchases
For all purchases there is a scaling cost associated based upon what league you are in. These are as follows:
WL/Pro - 100% of cost
AAA/AA/Uncapped - 85% of cost
A - 70% of cost
Lv 42-Lv 46 - 60% of cost
Lv 34-Lv 38 - 50% of cost
Lv 26-Lv 30 - 40% of cost
Lv 18-Lv 22 - 30% of cost
Lv 14 - 20% of cost
Lv 4 - 10% of cost
Team Promotions And Bonuses
A player can obtain as many points as possible from team promotions and bonuses to boost their morale reserve. Morale reserve is capped at 128.
Team Promotions are only available for home games. You can schedule unlimited non-premium promotions and are limited to two premium promotions per season. You can only schedule one promotion per home game. You are not required to schedule a promotion at all.
Non-premium Promotions
These can be used in any home game including the playoffs. These will be a buy one, get one free promotion and will result in a small increase in sales for that concession item.
--Free Soft Drink Day - $250,000. +1 to all players Morale Reserve Bonus. +1 to low income fan support.
--Free Hot Dog Day - $500,000. +2 to all players Morale Reserve Bonus. +2 to low income fan support.
--Free Beer Day - $750,000. +3 to all players Morale Reserve Bonus. +3 to low income fan support.
--Free Nachos Day - $1,000,000. +5 to all players Morale Reserve Bonus. +5 to low income fan support.
Premium Promotions
These can be used in any home game during the regular season. Can not be used during the playoffs.
--Bobblehead Day - $2,500,000. +5 to all players Morale Reserve Bonus and a small bonus (+1% to all attributes) to a selected player's abilities for the entire game. +1 to low, medium, and high income fan support.
--Mini Football Day - $5,000,000. +6 to all players Morale Reserve Bonus and a small bonus (+.5% to all attributes) to the home team's abilities for the entire game. +2 to low, medium, and high income fan support.
--Mini Helmet Day - $7,500,000. +7 to all players Morale Reserve Bonus and a small bonus (+1% to all attributes) to the home team's abilities for the entire game. +3 to low, medium, and high income fan support.
--Player Appreciation Day - $10,000,000. +8 to all players Morale Reserve Bonus and a small bonus (+5% to all attributes) to a selected player's abilities for the entire game. +4 to low, medium, and high income fan support.
Team Home Game Bonuses
These bonuses are only added to a team's home games. You can only have one item per season and it must be purchased prior to the end of pre-season. These will apply to all home games including the playoffs.
--Public Address Announcer - $2,500,000, +2 to all players Morale Reserve Bonus. +1 to low, medium, and high income fan support.
--Team Mascot - $5,000,000, +4 to all players Morale Reserve Bonus. +2 to low, medium, and high income fan support.
--Cheerleaders - $7,500,000, +6 to all players Morale Reserve Bonus. +3 to low, medium, and high income fan support.
--Dance Team - $10,000,000, +8 to all players Morale Reserve Bonus. +4 to low, medium, and high income fan support.
--Half Time Entertainment Show, $12,500,000 - +10 to all players Morale Reserve Bonus. +5 to low, medium, and high income fan support.
Team Away Game Lodging and Transportation Bonuses
These bonuses are only added to a team's road games. You can only have a maximum of one transportation item and one lodging item per season and they must be purchased before the end of pre-season. These bonuses will apply to all road games including the playoffs.
--Budget Transportation, $2,400,000, +1 to all players Morale Reserve Bonus.
--Regular Transportation, $7,200,000, +3 to all players Morale Reserve Bonus.
--Private Transportation, $12,000,000, +5 to all players Morale Reserve Bonus.
--Luxury Transportation, $16,800,000, +7 to all players Morale Reserve Bonus.
--Budget Lodging, $4,800,000, +2 to all players Morale Reserve Bonus.
--Regular Lodging, $9,600,000, +4 to all players Morale Reserve Bonus.
--Upscale Lodging, $14,400,000, +6 to all players Morale Reserve Bonus.
--Luxury Lodging, $19,200,000, +8 to all players Morale Reserve Bonus.
Player Salary Impact
Player salary will have an expected range (like ticket prices for example) that is based upon a players Effective Level, Skill Point Value, and position. Their Morale Reserve will be based upon whether they are above, within, or below this expected range as follows:
Min Salary = Morale Reserve Bonus 0%
Bottom Range of Expected Range = Morale Reserve Bonus +2.5%
Desired Salary = Morale Reserve Bonus +3%
Top Range of Expected Range = Morale Reserve Bonus +5%
Max Salary = Morale Reserve Bonus +10%
With the morale reserve bonus scaling between those points.
For example, a center with an effective level of 70 and SP value of 1100 might have a salary range of $400,000 to $700,000. If their salary is $400,000 they would be at the bottom range of expected range and would get a Morale Reserve Bonus of +2.5%.
Because teams can negotiate contracts upwards in season and there is the possibility of player movement via trades and free agent signings, a player's salary will be based upon their average salary for the past 20 days. If a player moves to a new team either through trade or by signing as a free agent, their average salary will reset to whatever their salary is when they join their new team.
NOTE - the signing bonus requirement will be removed.
Player Equipment
NOTE - you will only be able to get a bonus token refund for a 2nd piece of EQ on a body part if you purchased it after the new system is added. In addition, there is a limit of four additional pieces (so a total of two per body part) of EQ per player. If you have more than two on a body part of regular EQ, the lowest valued pieces will be removed when the new system is added. As far as AEQ goes, you can either sell it and have the BT's converted when the system rolls over (the maximum you can save by doing this is 85 as the maximum allowed in BT's is 255 and the conversion rate is 3:1). Alternatively, you can keep the AEQ and sell if after the system has changed and get the increased conversion up to a maximum of 255 (so if you have a piece of AEQ that had 64 BT's invested in it in the old system, when you sell it in the new system you will get 192).
Every player will now be given one set of EQ. You will be able to upgrade this EQ for free every 8 levels. You will not be able to sell this equipment.
Every player can purchase a second piece of EQ for a body part at a bonus token cost. Upgrading this EQ every 8 levels is free. The cost is as follows:
First additional piece: 15 bonus tokens
Second additional piece: 30 bonus tokens
Third additional piece: 45 bonus tokens
Fourth additional piece: 60 bonus tokens
There is a limit of four additional pieces (one per body part) that a player can have. You can sell these additional pieces back to get a 50% bonus token refund.
AEQ will cost bonus tokens, ranging from 1 bonus token (most basic item) to 20 bonus tokens (most advanced item). AEQ will cost 24 bonus tokens to upgrade every 8 levels. To shop in the AEQ store, you will need to use a shopping token. There are some additional AEQ options available through the training system.
NOTE FOR PEE WEE TEAMS - the salary cap and financial system will apply to Pee Wee teams. They will use the same numbers as Level 4 leagues. Pee Wee teams will not be able to schedule any promotions.
TL;DR version:
Additions/changes to the current system:
- "Soft" salary cap with luxury tax similar to Major League Baseball. This is basically a tax for having lots of high paid players like the Yankees
- Addition to player morale of a game-time morale "reserve" where player can have over 100% morale
- Better salary adds bonus to player's morale reserve, though there is no penalty for low salary
- Seasonal items available for teams to buy that boost player morale reserve (items listed below)
- Players get first set of equipment for free, additional EQ and AEQ is paid for only with bonus tokens
Stuff that's the same:
- tickets and concessions
- stadium construction
What is changing about the financial system?
We're doing the following:
1) Adding a salary cap
2) Adding items for team money to be spent on (Team Promotions and Bonuses)
3) Eliminating Player For Cash Trades and the EQ fund
4) Having Player Salary and Team Promotions and Bonuses determine a Morale Reserve
5) Adding a Luxury Tax and Revenue Sharing
6) Removal of Signing Bonuses from Contracts
IMPORTANT NOTE - in order to implement these changes and have teams start out on a level playing field, teams will all be reset to a standard team cash amount depending on what league you are in. This is a ONE time only reset and will not happen in future seasons. If your current team cash is in excess of this amount the amount that it is over will be put into a Overage Account. The Overage Account can be used as follows:
Can use 100% of value for stadium construction
Can use 50% of value for team promotions (items purchased will cost twice what they normally do)
Can use 20% of value for seasonal team possessions (items purchased will cost five times what they normally do)
Team Cash Reset Amounts
WL/Pro - $30,000,000
AAA - $25,000,000
AA/Uncapped - $20,000,000
Level 46 - $16,000,000
Level 42 - $14,000,000
Level 38 - $12,000,000
Level 34 - $10,000,000
Level 30 - $8,000,000
Level 26 - $6,000,000
Level 22 - $4,000,000
Level 18 - $2,000,000
Level 14 - $1,500,000
Level 4 - $1,500,000
Salary Cap and Luxury Tax
A league's salary cap will be determined based on the average incoming team revenue for that league. Things that count towards incoming team revenue include but is not limited to: Ticket Sales, Concessions and Media Revenue. The amount of the salary cap will be 60% of the average incoming team revenue for that league. Player salaries apply towards the salary cap. You can sign new players or renegotiate the contracts of players that are currently on the team if you are over the cap. If a team goes over the cap, the total amount they are over the cap will not only have to be paid to the player's contracts but will also have to be paid as a fine (aka Luxury Tax) that will be redistributed to all teams in the league that did not go over the cap.
--For example, a team is 10 million over the salary cap. 30 teams do not go over the salary cap. The team that is 10 million over the salary cap will have that money removed from their team cash and it will be redistributed equally among the 30 teams that did not go over the cap
You can renegotiate the contracts of players that are currently on the team as often as you wish. If in renegotiating upwards you go over the Salary Cap, the amount you are over the Cap will go towards the Luxury Tax. You can only renegotiate upwards, not downwards. If you want to renegotiate a contract downwards, you can only do so in the off season. League Minimum Salary will equal .5% of the league Salary Cap. League Maximum Salary will equal 5% of the league Salary Cap.
Salary Cap and Minimum/Maximum Salary Amounts - The following salary cap figures are based on having a maximum ticket price of 1.5 times the normal levels, instead of the current 2.5 times. We assumed the average ticket price would be 1.4 times and average concessions sales for 8 games for a likely sized stadium for that level. Media revenue was also accounted for but like ticket prices it will be reduced by 40%. 100 level stadium sections that cost 1 million will be reduced to 600K and 100 level stadium sections that cost 1.5 million will be reduced to 1 million:
Level 4
Salary Cap = $3,500,000
Minimum Salary = $17,500
Maximum Salary = $175,000
Level 14
Salary Cap = $3,500,000
Minimum Salary = $17,500
Maximum Salary = $175,000
Level 18
Salary Cap = $4,200,000
Minimum Salary = $21,000
Maximum Salary = $210,000
Level 22
Salary Cap = $5,700,000
Minimum Salary = $28,500
Maximum Salary = $285,000
Level 26
Salary Cap = $7,500,000
Minimum Salary = $37,500
Maximum Salary = $375,000
Level 30
Salary Cap = $9,700,000
Minimum Salary = $48,500
Maximum Salary = $485,000
Level 34
Salary Cap = $11,700,000
Minimum Salary = $58,500
Maximum Salary = $585,000
Level 38
Salary Cap = $12,200,000
Minimum Salary = $61,100
Maximum Salary = $611,000
Level 42
Salary Cap = $12,600,000
Minimum Salary = $63,000
Maximum Salary = $630,000
Level 46
Salary Cap = $13,000,000
Minimum Salary = $65,000
Maximum Salary = $650,000
Uncapped/A
Salary Cap = $19,000,000
Minimum Salary = $95,000
Maximum Salary = $950,000
AA
Salary Cap = $20,000,000
Minimum Salary = $100,000
Maximum Salary = $1,000,000
AAA
Salary Cap = $24,000,000
Minimum Salary = $120,000
Maximum Salary = $1,200,000
Pro/WL
Salary Cap = $27,000,000
Minimum Salary = $135,000
Maximum Salary = $1,350,000
Morale Reserve
A player's salary and their team's possessions will impact their morale reserve. Morale reserve is a type of increase to a player's pre-game starting morale. It is not a bonus or a penalty... it acts as a reserve. For example, if a player's morale reserve increases their pre-game starting morale to 115, then the player will essentially act as if they are at 100 morale until 15 points of morale have been depleted from their player. Once they get to 100 from their morale reserve starting point they will start depleting morale and suffering the morale penalties as normal.
NOTE - as a result of these changes, the Mentor and Motivational Speaker VA's will be going away at the end of this season.
Running Out Of Money
If a team runs out of money and goes negative any time during the season, players or coaches will be not get paid and their Morale Reserve Bonus will default to 0. No Morale Reserve bonuses will be added in. If your team is out of money for more then 10 days, it will be taken away from you and turned over to the league.
Scaling Cost of Team Purchases
For all purchases there is a scaling cost associated based upon what league you are in. These are as follows:
WL/Pro - 100% of cost
AAA/AA/Uncapped - 85% of cost
A - 70% of cost
Lv 42-Lv 46 - 60% of cost
Lv 34-Lv 38 - 50% of cost
Lv 26-Lv 30 - 40% of cost
Lv 18-Lv 22 - 30% of cost
Lv 14 - 20% of cost
Lv 4 - 10% of cost
Team Promotions And Bonuses
A player can obtain as many points as possible from team promotions and bonuses to boost their morale reserve. Morale reserve is capped at 128.
Team Promotions are only available for home games. You can schedule unlimited non-premium promotions and are limited to two premium promotions per season. You can only schedule one promotion per home game. You are not required to schedule a promotion at all.
Non-premium Promotions
These can be used in any home game including the playoffs. These will be a buy one, get one free promotion and will result in a small increase in sales for that concession item.
--Free Soft Drink Day - $250,000. +1 to all players Morale Reserve Bonus. +1 to low income fan support.
--Free Hot Dog Day - $500,000. +2 to all players Morale Reserve Bonus. +2 to low income fan support.
--Free Beer Day - $750,000. +3 to all players Morale Reserve Bonus. +3 to low income fan support.
--Free Nachos Day - $1,000,000. +5 to all players Morale Reserve Bonus. +5 to low income fan support.
Premium Promotions
These can be used in any home game during the regular season. Can not be used during the playoffs.
--Bobblehead Day - $2,500,000. +5 to all players Morale Reserve Bonus and a small bonus (+1% to all attributes) to a selected player's abilities for the entire game. +1 to low, medium, and high income fan support.
--Mini Football Day - $5,000,000. +6 to all players Morale Reserve Bonus and a small bonus (+.5% to all attributes) to the home team's abilities for the entire game. +2 to low, medium, and high income fan support.
--Mini Helmet Day - $7,500,000. +7 to all players Morale Reserve Bonus and a small bonus (+1% to all attributes) to the home team's abilities for the entire game. +3 to low, medium, and high income fan support.
--Player Appreciation Day - $10,000,000. +8 to all players Morale Reserve Bonus and a small bonus (+5% to all attributes) to a selected player's abilities for the entire game. +4 to low, medium, and high income fan support.
Team Home Game Bonuses
These bonuses are only added to a team's home games. You can only have one item per season and it must be purchased prior to the end of pre-season. These will apply to all home games including the playoffs.
--Public Address Announcer - $2,500,000, +2 to all players Morale Reserve Bonus. +1 to low, medium, and high income fan support.
--Team Mascot - $5,000,000, +4 to all players Morale Reserve Bonus. +2 to low, medium, and high income fan support.
--Cheerleaders - $7,500,000, +6 to all players Morale Reserve Bonus. +3 to low, medium, and high income fan support.
--Dance Team - $10,000,000, +8 to all players Morale Reserve Bonus. +4 to low, medium, and high income fan support.
--Half Time Entertainment Show, $12,500,000 - +10 to all players Morale Reserve Bonus. +5 to low, medium, and high income fan support.
Team Away Game Lodging and Transportation Bonuses
These bonuses are only added to a team's road games. You can only have a maximum of one transportation item and one lodging item per season and they must be purchased before the end of pre-season. These bonuses will apply to all road games including the playoffs.
--Budget Transportation, $2,400,000, +1 to all players Morale Reserve Bonus.
--Regular Transportation, $7,200,000, +3 to all players Morale Reserve Bonus.
--Private Transportation, $12,000,000, +5 to all players Morale Reserve Bonus.
--Luxury Transportation, $16,800,000, +7 to all players Morale Reserve Bonus.
--Budget Lodging, $4,800,000, +2 to all players Morale Reserve Bonus.
--Regular Lodging, $9,600,000, +4 to all players Morale Reserve Bonus.
--Upscale Lodging, $14,400,000, +6 to all players Morale Reserve Bonus.
--Luxury Lodging, $19,200,000, +8 to all players Morale Reserve Bonus.
Player Salary Impact
Player salary will have an expected range (like ticket prices for example) that is based upon a players Effective Level, Skill Point Value, and position. Their Morale Reserve will be based upon whether they are above, within, or below this expected range as follows:
Min Salary = Morale Reserve Bonus 0%
Bottom Range of Expected Range = Morale Reserve Bonus +2.5%
Desired Salary = Morale Reserve Bonus +3%
Top Range of Expected Range = Morale Reserve Bonus +5%
Max Salary = Morale Reserve Bonus +10%
With the morale reserve bonus scaling between those points.
For example, a center with an effective level of 70 and SP value of 1100 might have a salary range of $400,000 to $700,000. If their salary is $400,000 they would be at the bottom range of expected range and would get a Morale Reserve Bonus of +2.5%.
Because teams can negotiate contracts upwards in season and there is the possibility of player movement via trades and free agent signings, a player's salary will be based upon their average salary for the past 20 days. If a player moves to a new team either through trade or by signing as a free agent, their average salary will reset to whatever their salary is when they join their new team.
NOTE - the signing bonus requirement will be removed.
Player Equipment
NOTE - you will only be able to get a bonus token refund for a 2nd piece of EQ on a body part if you purchased it after the new system is added. In addition, there is a limit of four additional pieces (so a total of two per body part) of EQ per player. If you have more than two on a body part of regular EQ, the lowest valued pieces will be removed when the new system is added. As far as AEQ goes, you can either sell it and have the BT's converted when the system rolls over (the maximum you can save by doing this is 85 as the maximum allowed in BT's is 255 and the conversion rate is 3:1). Alternatively, you can keep the AEQ and sell if after the system has changed and get the increased conversion up to a maximum of 255 (so if you have a piece of AEQ that had 64 BT's invested in it in the old system, when you sell it in the new system you will get 192).
Every player will now be given one set of EQ. You will be able to upgrade this EQ for free every 8 levels. You will not be able to sell this equipment.
Every player can purchase a second piece of EQ for a body part at a bonus token cost. Upgrading this EQ every 8 levels is free. The cost is as follows:
First additional piece: 15 bonus tokens
Second additional piece: 30 bonus tokens
Third additional piece: 45 bonus tokens
Fourth additional piece: 60 bonus tokens
There is a limit of four additional pieces (one per body part) that a player can have. You can sell these additional pieces back to get a 50% bonus token refund.
AEQ will cost bonus tokens, ranging from 1 bonus token (most basic item) to 20 bonus tokens (most advanced item). AEQ will cost 24 bonus tokens to upgrade every 8 levels. To shop in the AEQ store, you will need to use a shopping token. There are some additional AEQ options available through the training system.
NOTE FOR PEE WEE TEAMS - the salary cap and financial system will apply to Pee Wee teams. They will use the same numbers as Level 4 leagues. Pee Wee teams will not be able to schedule any promotions.
Edited by Catch22 on Jul 21, 2010 05:21:19
Edited by Catch22 on Jul 21, 2010 05:20:28
Edited by Catch22 on Jul 7, 2010 13:36:47
Edited by Catch22 on Jun 2, 2010 17:44:05
Edited by Catch22 on Jun 2, 2010 11:50:44