International Simulation Football League
*ISFL Economics 101 - Printable Version

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*ISFL Economics 101 - jdc4654 - 04-08-2024

ISFL Economics

Federal Reserve Chairman Jerome Powell has the daunting task of managing inflation and unemployment through multiple avenues such as interest rate management and quantitative easing in the United States. With all eyes on what the Federal Reserve does to manage the U.S. economy, here in the ISFL we also have our own economy to examine, even though it is on a smaller scale.

The current jobs report is favorable as we only have a couple job openings to fill at the moment. Some would argue, however, that inflation in the ISFL is high and unfavorable. Now as the casino head, I’m not going to pretend as if the Casino does not play a part in the league’s inflation but I’d like to examine some ways to help.

The current top 10 bank balances totals $8,583,808,473. Yes, that is almost $8.6B just from the top ten users.

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The average max earning player’s career spans about 10-11 seasons. The cost of a max earning career is around $215M (don’t quote my exact math on that), or $21.5 per season. The league does offer great ways to earn money for your player, i.e. Discord, jobs, media, graphics, podcasts, etc. But with a sharper eye on league inflation, let’s take a look at steps we can take.

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There are monetary policy solutions to help decrease the money supply in the league without tying it to a user’s player.

An increase on non-player items would help decrease the money supply, promote further job growth, and content creation (media, graphics, etc).

One method would be to allow the increase of Dotts pack purchases. Currently all users are able to subscribe to a weekly Dotts package for $700K (7 packs/per week) and post daily for an additional pack a day for $100K. I believe there would be demand for more Dotts packs among users. This would also in theory drive up demand for new cards in turn job growth for the Dotts team. Users spending more money on Dotts packs would encourage them to gain employment somewhere in the ISFL and/or generate more league content which is a major win for the league and the economy.

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Another method I have floated around before is to do a one-time event during the offseason like our charity drives. However, instead of doing it for charity and tying it to real life currency, the event would take place using ISFL dollars. For example, have auctions for the rights to name players, create color rush fields, server logo rights, special edition Dotts cards, etc. but have the auctions start out at $1M in ISFL funds. Users would bid up these auctions like we have seen with charity drives but spend their ISFL dollars instead. This would certainly decrease the money supply, especially from users with larger bank accounts.

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Lastly, another way to use league funds for non-player items would be to offer discounts to the ISFL merch store. This one may be a little harder to implement given real-life currency is involved. But offering coupons or discounts to the store which you can purchase with your ISFL funds would be an effective way to shore up the money supply. I do not want to recommend a conversion amount but I believe the real currency amount would have to be capped at some level for the discounts.


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all hail the Acrylic Block Market


RE: ISFL Economics 101 - jreed12 - 04-08-2024

(04-08-2024, 02:36 PM)jdc4654 Wrote: Now as the casino head, I’m not going to pretend as if the Casino does not play a part in the league’s inflation but I’d like to examine some ways to help.
The burden of generosity is a great one to bear, since so many people win such big jackpots from the Casino!


RE: ISFL Economics 101 - Twenty6 - 04-08-2024

"don’t quote my exact math on that"
proceeds to show 100% correct exact math


RE: ISFL Economics 101 - omg - 04-09-2024

The idea of auctioning off random things is always a fun one.


RE: *ISFL Economics 101 - Pat - 04-09-2024

Wait I only have enough money to fund ~60 seasons of max earning?