SCL

The SCL Economy — S3 Guide

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The SCL Economy — Season 3 Guide

Section-C Cricket League · Official Money & Wallet Mechanics

Season 3 runs on a single wallet system: every player has one bank account, and for managers that account IS the team's money. There is no separate team purse — the team starts with its manager's wallet and everything flows through it.


1. Your wallet

MoneyWhat it isUsed for
Liquid cashSpendable balanceAuction bids, wager stakes, vault locks, trades
Locked capitalIn the vault, earning 7%/matchLong-term savings (see the Vault Guide)

you (it runs on auto mode by default). - Only the admin can add balance to a wallet (grants with a comment, e.g. "credit saved"). There is no player-facing deposit — don't ask, just request the admin.


2. Season 3 funding — carry-over wallets

is what you bring into S3. - There is no tier purse. Platinum/Gold/Silver teams all start from their manager's wallet — the auction is a test of judgment, not of starting pockets.

2.1 Pre-auction balancing grants

field — e.g. a first-time or struggling manager may receive a top-up. - These grants are at the admin's discretion, applied per team, and are recorded with a comment (visible in the ledger). They happen before the auction so the extra money is available for bidding. - There is no fixed formula — the committee decides case by case.


3. Where money comes from

SourceAmountNotes
Carry-over balancevariableFrom S2 closing balance
Match credit$250k to every playerPer finalized match — the economy's heartbeat; auto-vaulted if auto mode is on
Vault yield7% per matchCompounding unless manual harvest (Vault Guide)
Wager payoutsvariableWinners get ≥ fair odds (Wagers Guide)
Stock salesprice × shares − 0.5%Sell team/player stocks back to the House any time trading is open (Market Guide)
Admin grantsvariableBonuses, "credit saved", compensation — admin only, with a comment
Credit refund$1M / unused creditUnspent draft credits refunded at draft end

4. Where money goes

OutflowAmountNotes
Auction bidsyour bidCharged at lot close when you win a player
Squad-cost levymedian gap (see below)Charged to wallets that didn't spend in the auction — auto-applied when the draft completes (see below)
Wager stakesyour stakeInto the Yes/No pool; refunded or paid at resolution
Vault locksyour choiceLiquid → locked capital
Stock purchasesprice × shares + 0.5%Liquid cash only — never the vault (Market Guide)
Finessee tableField invasions, missed umpiring, etc.
Player release25% of replacement player's auction priceSubstitution Release Clause
Sponsored announcements$200k per postMatch promotion / trash talk (Rule Book §6)

5. The auction & credits

increments from the base price ($3M / $2M / $1M). - Teams draft with credits: 8 total, 3/2/1 per Platinum/Gold/Silver player won. Unused credits refund $1M each. - A full roster is the manager + 3 bought players** (4 total). If players remain unsold after the draft, admins assign them to incomplete teams.

5.1 Squad-cost levy (read this — it affects everyone)

When the draft completes, one flat levy is deducted from every wallet that didn't spend in the auction:

levy = median non-spender wallet − median leftover purse of the managers who spent

So the typical non-spender ends the draft holding what the typical manager has left after buying a squad. No levy if non-spenders aren't richer; no wallet goes below zero. It comes out of liquid cash first, then the vault for auto-mode accounts.


6. Auto mode — the hands-free option

goes straight into your vault and compounds at 7% per match. You never manage cash. - Auto mode OFF: money lands in liquid cash; you manage bids, stakes, and locks yourself. - Flip it anytime from /account. Needed off if you want to bid or stake. - Wallets created for players who never signed up default to ON.


7. Fines & penalties (Season 3)

ViolationFine
Missed umpiring quota — fewer than 3 matches volunteered by season end$1.5M
Field invasion by your team's player/member$500k per incident
Recurring disputes / misconductManager authority stripped (Kela Protocol) — team handed to players
Match-fixing / collusionMarket voided, stakes refunded, disciplinary action

8. Money model at a glance

`` Admin grants ─────┐ Carry-over ───────┤ $250k/match ──────┼──► WALLET (liquid) ──► vault lock ──► VAULT (7%/match, iron lock) Wager payouts ────┤ Stock sales ──────┘ │ ├──► auction bids (players) ├──► wager stakes (Yes/No pools) ├──► stock purchases (team + player stocks) ├──► fines / releases / sponsored posts └──► squad-cost levy (draft end, non-spenders) ``


9. Key numbers to remember

ThingNumber
Carry-over balancevariable
Match credit (every player)$250k
Vault yield7% per match (cap 12 matches)
Stock growth5% per match on top of performance
Stock fee0.5% per buy and per sell
Stock split2-for-1 at $40k a share
Platinum / Gold / Silver base$3M / $2M / $1M
Bid increment$50k
Draft credits (total)8 (3 / 2 / 1 per tier)
Credit refund$1M each
Squad-cost levymedian gap vs spenders, non-spenders
Umpiring quota3 matches (else $1.5M fine)
Field invasion$500k
Sponsored announcement$200k
Player release25% of replacement player's auction price

Section-C Cricket League · SCL Season 3 · Official Documentation