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Suggestions > Remove hoarding tax and introduce salary cap (ceiling)

Remove hoarding tax and introduce salary cap (ceiling)

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From: Kasyak
This Post:
88
333090.1
Date: 10/5/2026 2:58:17 AM
Green White Death
III.2
Overall Posts Rated:
3535
At the beginning of this season, the authorities announced that the Hoarding Tax would be reduced from $25M to $15M next season. Yesterday, they reversed that decision.

The problem is that some managers had already acted on the original announcement. After years of saving as part of a long-term strategy, they spent millions on players, arena upgrades, or other unnecessary purchases because they expected to be taxed on any cash they have above 15M.

Now that the change has been cancelled, those managers financial plans were heavily disrupted.

I don't think saving 25M or even 50M should be discouraged. BB is a slow-paced game, and saving is a legitimate strategic choice. It requires planning: maximising profit, staying in financially strong leagues, finding cheaper players, managing wages, adjusting arena prices, and making sound financial decisions over many seasons so If someone wants to save money, that should be their free choice.

Rather than taxing money simply because it is in the bank, I would tax aggressive spending on huge team salaries way above league limits.

For example, in Lithuania III, teams typically spend 200k-400k per week on salaries, while TV income is around 110k. A salary ceiling could be set at 500% of TV income:

110k × 5 = 550k

The exact percentage and amount could vary by league and be adjusted to the economy.

This would not be a hard cap. Teams could still spend 600k, 700k, or 1M on salaries, but spending above the ceiling would be taxed.

The salary tax would be in addition to the current Overextension Tax. A team could already pay Overextension Tax below the salary ceiling; above the ceiling, both taxes would apply.

This would create an interesting challenge for managers who want to win quickly. Spending 530k just below salary ceiling when other strong teams spend around 400k provides an advantage, but no guarantee, since tactics, injuries, game shape, player form, and other factors still matter. Spending 700k or 800k could create a larger advantage, but at a significant cost.

The idea is simple

° Saving money: no penalty.
° Current Overextension Tax: stays.
° Salary ceiling: additional tax above it.
° Spending far above the ceiling: allowed, but expensive.

This would be more interesting than preventing managers from keeping money they spent years saving or forcing them to spend it on things they do not need merely because they reached an arbitrary balance.

The current 25M Hoarding Tax limit (or any other limit 20/15/10) creates exactly that problem. Once managers reach it, they can no longer continue saving, they are forced to spend, even if they don't want that at the moment.

Saving should remain a valid strategy. The extra cost should apply to spending huge amounts to win quickly and not for money simply sitting in the bank.

Last edited by Kasyak at 10/5/2026 3:24:46 AM

This Post:
11
333090.3 in reply to 333090.2
Date: 10/6/2026 7:44:06 AM
Green White Death
III.2
Overall Posts Rated:
3535
Yes... So their argument for why the hoarding tax exists is that it prevents managers from playing passively, tanking, and then buying quick success.

But it clearly doesn't work that way. I myself managed to stay in the 3rd league for years while saving money heavily, while still being quite competitive all the time and almost always finishing in the top 4 of my division. But eventually you hit the hoarding tax and need to start spending, even if you don't want to do that.

And I also think we have to remember that BB is a very slow-paced game. Playing 'passively' for several seasons isn't necessarily a bad thing or something that should automatically be discouraged. Sometimes it is simply a different strategy. You can focus on training, develop your youth players, build up your finances, and slowly prepare for a stronger team in the future while still being competitive in your league. I don't see why the game should force you to spend your money just because you have been patient and decided that long-term development is more important than immediate success.

And even if they actually introduce the new 15 million hoarding tax, I think it could make things even worse.It could significantly increase the number of managers who simply hibernate for 6-7 seasons until they reach around 15 million, then spend aggressively for a few seasons, win some titles, and repeat the whole process again.

There is absolutely no way to prevent managers from buying quick success if they have a lot of money unless a hard salary cap is introduced. But if you had a hard cap for every single league and adjusted it proportionally to the league level, lower-league teams would have basically zero chance of putting together a squad capable of challenging top-division teams in the National Cup. I think that would kill the game eventually.

That's why I think the better solution is a salary cap (ceiling). It would allow managers to save as much money as they want, whether that's 25M, 50M or more, while the new tax and over-extension tax would make it increasingly expensive to maintain a very expensive squad.

The salary ceiling wouldn't put a limit on how strong your squad can become. If you have the money and want to build an extremely strong team, you should still be able to do that. It would simply become more expensive to maintain it, which creates a much more interesting strategic choice than being forced to spend your savings because of the hoarding tax.

Last edited by Kasyak at 10/6/2026 7:48:04 AM

From: Pelican

This Post:
00
333090.4 in reply to 333090.3
Date: 10/8/2026 11:22:19 AM
Szolnok Pelicans
Magyar Kosárlabda Liga
Overall Posts Rated:
143143
Second Team:
SZOLNOK 1312
I'd argue in favour of a hard salary cap that applies to every team. At a financial level you can only reach in first division, somewhere around $1m-$1,2m / week. You may have a soft cap for lower divisions too.

It'd make a ton of sense to agree on a maximum set of "building block" a team can have and act within those common constraints. But that "building block" is surely not the unused money in the bank but the wages you pay your players to win games. You can't outsmart someone who decides to spend 200k more on wages than you. And anyone can decide to spend 200k more for the last few weeks of the season, you wouldn't need the quarter of the announced 15mil limit to do that.

It should work this way: at every start of a season your player salaries adding up from lowest to highest and when the next added player's salary exceeds the hard cap he becomes ineligible to play. Unless you sell players.

If you surpass the cap during the season by buying a player that pushes you over the limit, then that new player is the one ineligible to play regardless of his salary so you should adjust your roster.

This Post:
11
333090.5 in reply to 333090.4
Date: 10/8/2026 5:13:40 PM
Classics
IV.6
Overall Posts Rated:
105105
Hello


I had the same idea. But a bit cleaner.

---

### **Proposed Financial Reserves & Cash Management Policy**

To optimize cash flow and prevent excessive capital hoarding across divisions, the following tiered structure for **On-Hand Cash** and **Reserve Limits** is proposed:

#### **1. On-Hand Cash Limits**

Each division maintains a strict threshold for daily on-hand operating funds. Any capital exceeding these limits automatically rolls over into the division's reserve account.

* **Division 5:** $1,000,000
* **Division 4:** $2,000,000
* **Division 3:** $2,500,000
* **Division 2:** $3,000,000
* **Division 1:** $5,000,000

---

#### **2. Reserve Caps & Holding Rates**

Reserves earn a percentage yield at the end of the year for holding cash. However, each division has a maximum reserve cap.

*Similar to commercial banking models, holding rates and penalty fees scale based on the total volume held—meaning larger balances face higher structural adjustments.*

* **Division 1:** $35,000,000 reserve limit *(Highest threshold)*
* **Division 2:** $20,000,000 reserve limit
* **Division 3:** $10,000,000 reserve limit
* **Divisions 4 & 5:** $5,000,000 reserve limit

---

#### **3. Over-Limit Penalties**

Exceeding the designated reserve limit triggers severe financial penalties, particularly for lower divisions.

> **Example:** If a Division 4 manager accumulates **$30,000,000** in their reserves (significantly above the $5,000,000 limit), their penalty holding fee will be enormous.

---
Now this isnt perfect but it’s fair. I hope you give me kind reply on this format

From: Saltori

This Post:
11
333090.6 in reply to 333090.1
Date: 10/11/2026 5:31:09 PM
BC Serpimolot
II.4
Overall Posts Rated:
1010
I heavily agree on a salary cap. I recently returned to play BB and realised that you can win everything once you're the richer team. To make this, you have to tank for the longer period possible and then return to action. It is very discouraging for me to have to do this - I want to be competitive every single season.