We're a 24 team progressive league that began in 1963, we’ve currently finished the 1982 season. We have an opening with the roster listed below:
This league uses a draft formula to determine the 1st round draft order that encourages teams to win as many games as possible, and encourages you to be strategic with the amount of salary you carry on your roster. Tanking doesn't help your draft order, if you want a top pick you need to just win as many as possible and try not to carry too much fluff.
1983 Draft Standings
A lot of long-term quality owners in the league.
league Rules:
Welcome to the J4M Formula Progressive League (J4MFPL).
This post will contain a complete list of rules and guidelines for the league. If an issue arises due to something being left out of this post, the commissioner will have full power to make a decision in the matter. If an owner would like to challenge the ruling of the commissioner, the matter will be brought to a league wide vote. A 2/3 majority will be needed to override the commissioners decision.
The
J4MFPL is a single-season progressive, progressing forward one year at the conclusion of each season, beginning with 1963.
Inaugural Draft/Season:
The initial draft will be 19 rounds of snake (serpentine) style draft. Round 1 will proceed without a time slot. Rounds 2-12 will proceed with 45 min slots, from 8am-8pm EST Monday-Saturday, each owner making 1 selection per slot. Rounds 13-19 will proceed with 45 min slots, from 8am-8pm EST Monday-Saturday, each owner making 2 selections per slot, for a total of 26 picks for the inaugural draft. This will include your 25 man roster PLUS your selection for stadium/franchise (
see below for rules on stadiums).
All players in the WIS database for 1963 are available for the inaugural draft.
During rounds One through four of the inaugural draft, owners may pick ahead of schedule
only if there are no missed picks on the board – in other words, only if all previously scheduled picks have been made.
In round five (and all subsequent rounds) owners do not have to wait for missed picks to be made up. Owners may make their pick ahead of schedule, as long as the previously scheduled owner has made a legal pick. So there is a strong incentive not to be late with your picks; you can very quickly find yourself many picks behind, and there is NO expectation that subsequent owners should wait for you. Either make your picks on time OR use proxies.
Missed Picks: Nobody will miss their Round 1 pick. Missed picks slow the draft down and can hurt teams in the long run. If an owner goes AWOL and misses three consecutive rounds of picks, the commish may halt the draft until an replacement is found or the original owner returns.
Proxies: If you will be away during your pick, you have two options:
(a) post a public proxy in the league forums OR
(b) send a proxy to the commissioner and the two owners immediately following you AND post in the league forum draft thread that you have done this.
Failure to comply with at least one of these two conditions will be considered a missed pick. As long as you do either of these two things, your proxy will be honored, even if the owner posting for you posts late.
Subsequent Seasons:
Missed Picks: Missed picks slow the draft down and can hurt teams in the long run. If an owner goes AWOL and misses three consecutive rounds of picks, the commish may elect to pick for the team, or halt the draft until an replacement is found or the original owner returns. For missed picks in the first round , the commish will post a proxy following the last scheduled pick of the day and will select the highest salaried player available.
Owners may make their pick ahead of schedule, as long as the previously scheduled owner has made a legal pick. Only for that days picks - If the final pick of the day is made, the owner with the 1st pick the next day must wait until all picks are made prior to selecting ahead of the clock. So there is a strong incentive not to be late with your picks; you can very quickly find yourself many picks behind, and there is NO expectation that subsequent owners should wait for you. Either make your picks on time OR use proxies.
FORMULA:
In order to encourage winning and deter tanking for a high pick, the J4MFPL will use the Just4me formula to determine the order of the first round for each subsequent season. Round two and later are ordered last-first.
*(Tie-breakers for both formula and w/l will be home record-better record drafting higher, and if still tied then division record).
For those new to this formula, or that have forgotten, we take a snapshot of the teams salaries every 20 games, and based on that, calculate how many wins a team should be expected to win. Then, from that expectation, the draft order for the first round is determined by the score a team gets. Essentially how much better a team did than expected. So the higher your score the better.
There is also a column in the charts for Target Wins (Discussed more thoroughly below). For reference sake, I will be using a score of 20 as the target goal.
The (new) formula:
TeamSal= Each team's salary averaged out over 9 snapshots across the season
TILAS= Team Independent League Average Salary (i.e., the league average salary minus the team in question) averaged over 9 snapshots across the season.
TIDAS= Team Independent Division Average Salary (i.e., the division average salary minus the team in question) averaged over 9 snapshots across the season.
DivSal= Average salary for the teams in the opposing division of the team in question's league averaged over 9 snapshots across the season.
XTILAS= Team Independent League Average Salary for the interleague opponent that the team in question plays more frequently.
OppSal= Salary of the interleague opponent that the team in question plays more frequently averaged over 9 snapshots across the season.
(%)= ((((TIDAS*(60/162))+(DivSal*(60/162))+(OppSal*(6/162))+XTILAS*(36/162)))-TeamSal)/TILAS)
AcW= each team's actual wins during the season
ExpW= ((81*-(%)+81)
AdjW= (AcW*Multiplier)
TrgtW= (ExpW+(ExpW/Multiplier))
Score= ((((AdjW-ExpW)/AdjW)*100))
And, as the season goes on and the actual wins start to add up, the numbers start to reach the positive side of the spectrum. Once we get to the 20 game mark I'll add a post for projections which gives a better idea of the actual standings than the raw standings alone -- though isn't entirely accurate as salaries and wins change frequently... it gets more accurate as the season progresses.
(For more information on the formula - visit the current season’s standings thread).
KEEPERS
The commissioner will set up a keeper thread in the private forum around the 120 game mark of each season. Keeper lists are due by game 150 of each season. Teams may keep up to 35 players each year (see draft/keeper requirements under draft picks). At the 162-game mark, all keeper lists are final; any subsequent roster corrections must be posted directly in the league forum and sitemailed to the commissioner. Owners are responsible for ensuring their keeper lists are accurate. If an error is made because of me or my proxy on the available players list, errors will be corrected. In the event that a player was left off of a keepers list or a player on IR was forgotten due to fault on the owner alone, that issue will not be corrected once the draft has begun (on the clock or off). *Any teams that have not posted keepers by game 162 will have keepers posted by the commissioner. Once posted those keepers will be final and team owner will be unable to make changes.
DRAFT PICKS
Each team will begin the draft with as many picks as needed to complete a 25-man roster. If, because of unbalanced trades occurring during the draft, a team finds that it needs additional picks, the team getting less players/picks back will automatically receive the trading teams last pick(s) in the draft. Each team is allotted 10 picks for each draft that may be traded up to 2 years in advance. In order to participate in the rookie draft, you must have less than 25 keepers, and will only get as many picks as is needed to fill the roster to 25. Additional players to fill 35 man rosters will be drafted during the AAA draft following the completion of the rookie draft. For example: Team 1 has 27 keepers, and Team 2 has 21 keepers. Team 2 will draft in rounds 1-4 of the rookie draft, while Team 1 will not draft until the AAA draft at the completion of the rookie draft. In the example above, all of Team 2's picks after its top 4 picks will not exist, i.e., Team 2 does not retain the rights to those pick after the Draft starts, and may not trade those picks. If any picks have been traded for the current draft, you must cut the necessary number of players to allow you to draft in the rookie draft. Once keepers are posted, you may not trade picks you do not need. I.E. If I post 22 keepers, and own all my picks, I cannot trade my 5th-6th round picks. If a team were to make a trade during the Draft whereby it loses a player (for a future draft pick or whatever) it cannot "resuscitate" its 5th-Round pick to fill that vacated slot, because that pick disappeared when the Draft started.
AVAILABLE PLAYERS
Each season the commissioner, or his proxy, will post a list of available players for the upcoming draft. This list will be compiled from the list of all WIS-eligible players in the upcoming season, subtracting out all players listed as keepers. Owners are responsible for checking the available players list to ensure no keepers were inadvertently left as available. As stated above, in the event that the commissioner makes a mistake and lists an ineligible player on the Available players list, the player will remain with the franchise that protected him. Anyone that drafts said player will need to repick when the issue comes to light. Any players left off of a keepers list, intentional or not, and not remedied before the start of the draft will be considered available for draft purposes.
Stadium/Franchises:
Only stadiums in use in the current season are available to be selected in the draft. As we progress through time, more stadiums/franchises will become available through relocation and expansions. Owners who wish to move to a new city must state as much in their keepers due at game 150. For teams that moved to new stadiums in RL, those owners will have the option of staying at their current location, or moving to the new location.
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Ex. At the start of this league, the “Braves” will be in Milwaukee for the first 3 seasons (at least). At the end of the 1965 season, the owner of the Milwaukee franchise will have the option of moving to Atlanta or staying in Milwaukee. If the owner chooses to stay, Atlanta would become fair game to any other owners to move to. Owners interested in moving to a new ballpark would then select that new stadium during the subsequent draft. If, in the above example, the owner decided to move to Atlanta, Milwaukee would not be available for any other teams to move into. County Stadium would not again be available until 1970, when it again came into use by the Brewers.
The same logic followers for franchises that simply change stadiums, but stay in the same city.
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Ex. At the start of this league, the “Angels” will be the Los Angeles Angles for 1963 and 1964, becoming the California Angels in 1965. From 63-65, they play at Dodger Stadium in LA. Beginning in 1966, the RL franchise Moved to Anaheim Stadium. If the owner of the Angels decides to stay in LA/Dodger Stadium, they may do so, and Anaheim Stadium would become available for any other owner to move into. If the owner follows the RL team and moves to Anaheim, Dodger Stadium (Angels version) would be retired from this league.
General Rules:
Teams: 20- 5/5 division split - interleague
Team Name: Must be the same City/State as in RL - but you will have liberty to give it your own touch. If you want the CHI (NL) franchise to be the Illinois Firecrackers, that is acceptable. They can be any city within the state they reside, or the state they reside. The CHI (NL) franchise cannot be called “Cindy Rose’s are red, but he should be in the Hall” or anything of that sort. “City (state) Team Name” is the expected model.
AAA: Teams will draft from the Player pool from the current season. Teams will draft up to 8 players to bring rosters to 35. These players can be kept and will progress with the team. Auto generated AAA will be used for trade balancing purposes only, and are not allowed to be used in games. Any games that a AAA player is used will be considered forfeit in final calculations of draft standings and final season standings.
DH: NL- NO /AL - NO (DH will begin in 1973 in AL only following league vote).
IR: If a rostered player doesn't have a WIS eligible season during the current season, he can be placed on IR. Owners must notate which players are on IR on their keeper lists prior to each draft. There is no limit to the number of players you can have on IR.
Trades: No restrictions on trades as trades are highly encouraged to achieve parity and competitiveness. 120 game trade deadline will be enforced, but roster moves will be allowed all season long. Draft picks are restricted to 2 years, with game 120 serving at the “marker” for when the next season is available.
- Ex. During 1963 DRAFT, 1963, 1964 and 1965 picks are available to trade. During 1963 SEASON, 1964 and 1965 picks are available for trade. After the trade deadline (game 120) passes, teams may trade 1966 picks. Trading is encouraged, and often takes a lot of work between two or more owners. There will be no vetoes of trades. If a trade appears to be collusive or detrimental to the integrity of the league (owner dumping players/picks with intention of bailing, owners colluding together, etc.) an owner may petition to have the trade voted on. A 2/3 majority will overturn the trade. Please only petition to have a trade overturned on extreme circumstances. Not all players have the same value to the same people, especially given the uniqueness of the formula. Someone with a bunch of high $ seasons that may not specifically lead to more wins, may have less value to you than to someone else. Just like RL, some trades work out, other trades don’t.