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 credit250 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)
Admin grantsvariableBonuses, "credit saved", compensation — admin only, with a comment
Credit refund1,000 / 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 levyaverage squad costCharged 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
Finessee tableField invasions, missed umpiring, etc.
Player release25% of replacement player's auction priceSubstitution Release Clause
Sponsored announcements200 per postMatch promotion / trash talk (Rule Book §6)

5. The auction & credits

increments from the base price (3,000 / 2,000 / 1,000). - Teams draft with credits: 8 total, 3/2/1 per Platinum/Gold/Silver player won. Unused credits refund 1,000 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, the average squad cost (total auction spend ÷ number of teams) is deducted from every wallet that didn't spend in the auction. It comes out of liquid cash first, then the vault for auto-mode accounts. This keeps the league fair: teams that sat out the auction still contribute their share of the market value.


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 end1,500
Field invasion by your team's player/member500 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 ───────┤ 250/match ────────┼──► WALLET (liquid) ──► vault lock ──► VAULT (7%/match, iron lock) Wager payouts ────┘ │ ├──► auction bids (players) ├──► wager stakes (Yes/No pools) ├──► fines / releases / sponsored posts └──► squad-cost levy (draft end, non-spenders) ``


9. Key numbers to remember

ThingNumber
Carry-over balancevariable
Match credit (every player)250
Vault yield7% per match (cap 12 matches)
Platinum / Gold / Silver base3,000 / 2,000 / 1,000
Bid increment50
Draft credits (total)8 (3 / 2 / 1 per tier)
Credit refund1,000 each
Squad-cost levyaverage auction spend, non-spenders
Umpiring quota3 matches (else 1,500 fine)
Field invasion500
Sponsored announcement200
Player release25% of replacement player's auction price

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