Player Influence Pricing
The simple explanation
This article explains the initial price used when Soccerverse makes Player Influence available for sale. It does not describe the later player-to-player market price, which is set by orders in the Influence market.
When Soccerverse offers Player Influence for sale, the initial price is based on an estimate of the regular wage payouts that one unit of that Influence could receive over the remainder of the player's modelled career.
The calculation uses three main player details:
- the player's current overall rating;
- the player's current age; and
- the player's main position category.
In simple terms, the system:
- estimates how the player's rating may rise or fall as they get older;
- converts each estimated rating into a wage;
- estimates the Player Influence payout from those wages;
- adds the estimated payouts from the remaining modelled career;
- divides the total across 1,000,000 units of Player Influence; and
- adds a 10% markup to produce the initial price per Influence.
Initial price per Player Influence = estimated remaining regular-wage payouts ÷ 1,000,000 Influence + 10% markup
The result is truncated to a whole number.
What the “bell curve” means
The calculation is sometimes described as using a bell curve. It is not a mathematical bell-curve formula. It uses a maintained age table for each broad position category.
The ratings system also contains a larger age-and-position matrix for players who do not have enough qualifying match data. The four pricing curves currently contain exactly the same values as the primary-skill progression from each position category in that ratings matrix:
- attacker pricing follows the attacker shooting progression;
- midfielder pricing follows the midfielder passing progression;
- defender pricing follows the defender tackling progression; and
- goalkeeper pricing follows the goalkeeper goalkeeping progression.
The two calculations use those values differently. The no-data ratings calculation adds age-and-skill adjustments to a club base rating to produce the player's current skills. The pricing calculation does not repeat that process and does not use the full skill matrix. It starts from the player's current overall rating and uses only the year-to-year differences in the relevant position curve to estimate future overall ratings.
These tables describe a typical career shape:
- younger players may improve;
- players reach a modelled peak at different ages;
- ratings may then decline as players get older; and
- goalkeepers and defenders generally have longer modelled careers than attackers.
The player's current overall rating is therefore the pricing starting point. Age and position control the expected year-to-year movement and the number of modelled years remaining; they do not replace the player's current rating with a generic age-based rating.
Position categories and career endpoints
The pricing model uses four broad categories:
Position category Included positions Curve endpoint
----------------- ------------------------------------ --------------
Goalkeeper GK 40
Defender LB, CB, RB 36
Midfielder DML, DMC, DMR, LM, CM, RM, 35
AML, AM, AMR
Attacker FL, FC, FR 33
A left-back therefore uses the defender curve. A centre-forward — encoded as FC in Soccerverse and also commonly written CF — uses the attacker curve.
For the game-sale export, a player at or beyond the category's endpoint is treated as retired and is not given an initial sale price. This means the last age that receives a price is currently:
Attacker 32 Midfielder 34 Defender 35 Goalkeeper 39
These are pricing-model assumptions. A player's real-life retirement can happen earlier or later.
Worked example: 25-year-old attacker rated 90
For an attacker who is currently 25 and rated 90, the career table projects the following rating path:
Age Modelled rating --- --------------- 25 90 26 90 27 91 28 91 29 90 30 89 31 87 32 86 33 85
The pricing calculator converts each year's rating into a wage and estimates the Player Influence distribution from 76 wage payments per year.
The resulting calculation is:
Estimated regular-wage distributions: 4,146,552,400 Divided by 1,000,000 Influence: 4,146.5524 After the 10% markup: 4,561.20764 Truncated initial price: 4,561
So the initial Soccerverse sale price is 4,561 per Player Influence under the current assumptions.
Why age and position change the price
Two players with the same current rating can receive different initial prices.
A younger player normally has more modelled wage-paying years remaining. Position also matters because each category has a different career path and endpoint.
For example, using the same current age of 25 and rating of 90:
Position Calculated initial price ------------ ------------------------ Attacker 4,561 Midfielder 5,285 Defender 6,655 Goalkeeper 9,594
This does not mean that one position is automatically a better purchase. It only shows the effect of the modelled remaining career and rating path. Real ratings, wages, contracts, performances and retirement can develop differently.
Detailed explanation
Step 1: calculate the player's current age
Age is calculated from the player's date of birth using the current date. Whole ages are used; the calculation changes after the player's birthday rather than interpolating through the year.
Step 2: select the age-progression table
The player's main position selects one of four maintained tables.
The values below are cumulative career-shape values. The difference between one age and the next gives the projected rating movement for the next year.
Attackers 16:0 17:0 18:1 19:2 20:3 21:4 22:4 23:5 24:5 25:6 26:6 27:7 28:7 29:6 30:5 31:3 32:2 33:1 Midfielders 16:0 17:0 18:1 19:2 20:2 21:3 22:3 23:4 24:4 25:5 26:6 27:6 28:5 29:4 30:4 31:3 32:3 33:2 34:1 35:0 Defenders 16:0 17:1 18:1 19:2 20:3 21:4 22:5 23:6 24:6 25:7 26:7 27:8 28:8 29:8 30:8 31:8 32:7 33:6 34:4 35:3 36:1 Goalkeepers 16:0 17:0 18:1 19:2 20:2 21:3 22:3 23:4 24:4 25:5 26:5 27:6 28:6 29:6 30:6 31:6 32:6 33:6 34:6 35:5 36:5 37:4 38:3 39:2 40:1
For example, an attacker's table value changes from 6 at age 26 to 7 at age 27, so the model adds one rating point for age 27. It changes from 7 at age 28 to 6 at age 29, so the model removes one point for age 29.
A projected rating is capped at 99.
Step 3: convert each projected rating into a wage
For a rating below 60:
Wage per match = 5 × rating × 50,000
For a rating of 60 or above:
Start at 300 when rating = 60 For every rating point above 60, multiply by 1.2 Wage per match = resulting amount × 50,000
The implementation uses integer arithmetic at each step, so it can differ slightly from calculating the complete exponential formula with decimals and rounding only once at the end.
Step 4: estimate the annual regular-wage distribution
The current assumptions use 76 wage payments per year and distribute 0.2% of player wages across Player Influence holders:
Annual wage = wage per match × 76 Estimated annual Player Influence distribution = annual wage × 0.002
This is the total estimated regular-wage distribution across all 1,000,000 units of that player's Influence.
Step 5: add the remaining modelled years
The annual distributions are added from the player's current age through the final year in the selected position curve.
Total estimated distribution = sum of each modelled year's regular-wage distribution
The low-level projection includes the curve's endpoint year in this sum. Separately, the game-sale export does not issue a price once the player is already at that endpoint age.
Step 6: calculate the initial price per Influence
Estimated value per Influence = total estimated distribution ÷ 1,000,000 Initial Soccerverse sale price = truncate(estimated value per Influence × 1.10 × price multiplier)
The current price multiplier is 1.0, so it does not change the result. The calculated minimum is 1, although a value of 1 is not added as an active initial sale price by the export.
Initial sale price versus market price
This calculation sets the initial sell order when Soccerverse makes Player Influence available. It does not permanently fix the market value.
Afterwards, users can place their own buy and sell orders. The traded price can therefore be higher or lower than the calculated initial Soccerverse price. When users buy Player Influence from the Soccerverse sell order, the SVC spent is burned rather than paid to the Soccerverse team.
Important limitations
- The calculation is an estimate, not a promise of future payouts or investment returns.
- It estimates the regular wage-related distribution used by this pricing formula; other possible player-influencer payouts are not added to the initial-price calculation.
- Actual player wages and payouts can differ because ratings change and in-game contracts can be negotiated.
- Current rating, age and main position all affect the result.
- The age curves are maintained assumptions, not predictions about one specific player's real career.
- Players can retire earlier or later than the modelled endpoint.
- The initial price can be recalculated when player ratings are updated.
- User-created orders determine the later market price.
- Pricing constants and age curves can be adjusted under exceptional or changed game-design circumstances.