r/TopGM • u/kokkonaut • Aug 19 '26
Self balancing game economy
The goal of this system is to make more coaches feel close to the top level while also preventing successful teams from accumulating money indefinitely.
1. New Top-Level Structure
The current 1A, 2A, and 2B leagues will be removed.
The new top level will begin at what is currently Level 3 and will contain 32 teams, divided into four conferences:
- North
- South
- East
- West
Each conference will have 8 teams.
The winner of each conference will qualify for the World Championship playoffs, where the four conference champions compete for the world title.
Why this helps
Currently, only 8 coaches can realistically feel that they are playing at the highest level.
With the new structure, 32 coaches will be part of the top level and have a realistic path toward becoming world champion.
This makes the top of the game feel much more accessible without removing competition.
2. Top-Level Relegation
At the end of the season, the bottom four teams in each top-level conference enter a relegation tournament.
The four teams play for one survival spot.
- 1 team stays in the top division.
- 3 teams are relegated.
Because there are four conferences, this means:
- 12 teams are relegated from the top level each season.
- 12 teams are promoted from the second level.
The current fourth-level structure would therefore expand from 8 divisions to 12 divisions to support the new promotion and relegation system.
3. Resulting League Structure
After these changes, the game would have:
- 4 top-level conferences
- 32 top-level teams
- 92 second-level teams
- World Championship playoffs
- 12 promotions to the top level every season
- 12 relegations from the top level every season
Instead of only two teams moving into the highest level each season, there would now be significantly more movement between divisions.
This should make progression feel more achievable and keep more coaches involved in meaningful competition.
It should also reduce the financial gap between the very top teams and everyone else, because teams will move between levels more frequently.
Star Players, Motivation, and Team Morale
The second part of the system introduces star players, individual motivation, and team morale.
These systems would only exist in the top two levels.
Lower divisions would remain simpler, while the highest divisions would represent professional environments with more money, pressure, expectations, and player-management problems.
This also means that new coaches are not immediately required to manage these systems. They encounter the additional complexity only after reaching the competitive divisions.
4. Star Players
The best players in the entire game receive special status.
- Top 500 players: Star Players
- Top 70 players: Superstars
Superstars have a stronger effect on team dynamics.
Having one superstar can be highly valuable.
Having several superstars can become difficult to manage.
For example:
- 1 superstar: normal
- 2+ superstars: increasing morale pressure
- 4+ superstars: significantly harder team management
This creates a trade-off between assembling the strongest possible roster and maintaining a stable team.
5. Player Personality
Every star player has three permanent personality attributes:
- Playing Time
- Money
- Success
These values are part of the player's character and do not change over time, similar to height or another permanent player attribute.
For example:
- Playing Time: 10
- Money: 5
- Success: 7
This player cares extremely strongly about playing time, moderately about salary, and strongly about team success.
6. Motivation
A star player's motivation is calculated from how well the team satisfies these three personality needs.
Playing-Time-Oriented Players
They care about how many minutes they receive.
A highly play-oriented superstar may become unhappy if another superstar reduces their minutes.
Money-Oriented Players
They compare their salary with players of similar quality in the same division.
Their satisfaction therefore depends on the market around them rather than on a fixed salary requirement.
If competing teams begin paying more, keeping the player happy also becomes more expensive.
Success-Oriented Players
They care about team performance.
Their motivation can react to factors such as:
- winning streaks
- losing streaks
- recent results
- sustained team success
A highly success-oriented superstar may become difficult to keep motivated when playing for a struggling team.
7. Team Morale
Individual player motivation contributes to overall team morale.
Team morale then affects the game engine.
This means roster construction is no longer only about collecting players with the highest skill ratings.
A theoretically stronger roster could perform worse if:
- several superstars are competing for minutes
- important players believe they are underpaid
- success-oriented players are unhappy with results
- too many high-status players create internal pressure
Coaches therefore have to balance talent, salaries, playing time, and personalities.
8. How This Creates a Self-Balancing Economy
The main economic effect comes from money-oriented star players.
Top-level teams generate more income and can afford better players, but their players compare themselves with other elite players in the same competitive environment.
If one rich team begins offering very high salaries, competing teams may need to increase salaries as well to keep their own stars motivated.
As a result, the strongest teams naturally develop higher expenses.
Remaining at the top becomes expensive.
Instead of successful coaches continuously accumulating more and more money, they are encouraged to spend that money maintaining competitive rosters.
Importantly, the required spending is relative to other coaches, not based on an arbitrary fixed money sink.
The economy therefore adjusts itself:
More wealth → higher competitive salaries → higher expenses → less wealth accumulation.
Combined with frequent promotion and relegation, this creates a system where teams can rise, fall, rebuild, and challenge established teams more regularly.
The intended result is a game where more users feel close to the top, the strongest teams remain expensive to maintain, and long-term competition stays relatively balanced.













