The Echelon

Money, markets & the business of OCM

Working paper No. 1 · Draft v215 Oct 2026 · Season 79, Day 6
Working paper

What is a rider worth?

A market-value model for OCM riders, and why it is built the way it is: role, scarcity, age, and the state of the market.

The Echelon data desk · based on 1,402 club-to-club sales, seasons 74–78 · revised after review by an economist, a game designer and an online-game economist

Abstract

The game gives every rider a rider value, and it is also the lowest price he can be sold for. Clubs nearly always pay more: 99.6% of transfers go above it, often at two to three times. To value a whole squad we need what a rider would actually fetch. Multiplying rider value by an average markup, the obvious shortcut, misses the typical S78 fee by 69%. This paper argues that a rider's price is set by four things: whether he can lead a team or only support one, how rare his skills are, how many good seasons he has left, and how much money active clubs have to spend. We show the evidence for each from five seasons of sales and set out a model that prices each of them separately. Our first rough versions cut the typical miss to 44%, though only just over half of sales land within ±50% of the estimate. Single sales stay hard to predict, so the model will give ranges, not single figures, and it will be judged on seasons it has never seen.

What this means for you

1The problem with rider value

Rider value is the game's own number. It works like the value on a company's books: calculated by a formula, the same for everyone, and stable. It is also a hard floor. A rider cannot be sold for less than his rider value, and a club that releases a rider gets exactly his rider value back in cash. The smallest rider value attached to any transfer has been exactly 29,000 in every season since S35.

The price a club pays is a different number. It is agreed between two managers, and it depends on who is selling, who is buying, and what else is on the market. In seasons 73–77, clubs paid on average 2.36 for every 1 of rider value. In S78 that fell to 2.09.

In plain terms: rider value is the minimum the game guarantees. The fee is what people really pay. We want to predict the fee, and in particular how far above the minimum it goes.

The Rich List needs this for every rider in the game, most of whom will never be sold. The first version used the simplest rule possible: rider value times the season's average markup, with one markup for young low-value riders and one for everyone else. Tested against real S78 sales, that rule's typical miss was 69%. Fewer than two sales in five landed within ±50% of the prediction.

2How economists price things that are all different

No two riders are alike, just as no two houses are. Economists handle this with a hedonic price model. A house is a bundle of features (bedrooms, a garden, distance to the city), and each feature raises its price by a certain percentage. Look at enough sales and you can work out what one extra bedroom adds, even though nobody ever sells a bedroom on its own.

A rider is a bundle too: a set of skills, an age, a role he can play in a team. If we can work out what each part of the bundle adds to the price, we can price any rider, including the 99% who are not for sale. Football economists have priced players' transfer fees this way for thirty years, and the same patterns turn up there: quality, age and scarcity drive the fee.

So the job is to find out which features buyers pay for, and how much each one adds.

3What buyers actually pay for

Five seasons of sales give us 1,402 transfers where we know the rider's skills and age at the moment he was sold. Five patterns stand out.

3.1 Captains, not teammates

A captain is the rider a team races for; teammates work for him. We measure captain quality with each rider's best captain line, the sum of the three stats his speciality needs: sprint is SP + FR + TQ, climbing is CL + DH + HL, cobbles is CB + FR + TQ, hills is HL + SP + FR, and for a time trial we count TT three times. Buyers pay a great deal for that line. A 22–23-year-old with a captain line of 225 sold for an average of 1.12M. A rider of the same age with teammate-level skills sold for about 163k, roughly a seventh as much.

3.2 Scarcity: being among the best is worth far more than being good

What matters is not just how good a rider is but how few riders are as good. We ranked every sold rider's best captain line against all 12,000–13,000 riders with recorded stats that season.

0200k400k600k470kTop 5525k6–20405k21–50225k51–100280k101–250200k251–1000125k1000+Rank on best captain line, against every rider that season
Median fee by the rider's rank on his best captain line, against the whole field that season. S74–78, 1,402 sales.

Prices rise sharply near the top. Riders ranked in the top 50 on their best line sell for around 400–525k; riders ranked 51–250 for about 225–280k; riders below 1,000th for about 125k. The steps are not perfectly even (the 51–100 group sold a little below the 101–250 group in these five seasons), but the pattern is clear. Economists call it the economics of superstars: when only a handful can do something at the very top level, and there are few substitutes for them, small differences in talent turn into large differences in price.

Two details matter for the model. First, the elite riders who do get sold are old: their average age is about 30. Young elite riders almost never reach the market (section 3.5 explains why). Second, the same scarcity effect shows up in support roles. We measure those with four teammate lines: the sprint lead-out is SP plus half of TQ, the flat lead-out is FR plus half of TT, the cobble pacer is CB plus half of FR, and the climbing domestique is CL plus half of HL. Riders in the top 50 on one of those lines also sell in the 400k-plus band.

This is why we rank riders rather than just adding up their stats: a stat line is only worth a fortune if almost nobody else has it.

3.3 Age: buying the future

A rider is worth what he can still win, discounted for the seasons he has left. A good rider aged 24 has years of top form ahead; the same rider at 31 has a season or two.

0300k600k900k1.2M≤2122–2324–2627–2930+
Captain line 225Captain line 210Teammate grade
Average fee by age band, S74–77, for three grades of rider. Hollow points rest on fewer than ten sales.

For captain-grade riders the price falls steeply with age: a 210-line captain fetched about 460k at 22–23 and about 207k at 30 and over. For teammate-grade riders the line is almost flat at about 140–200k at every age. Buyers pay for a captain's future, but they barely pay for a teammate's.

Below the ranked stars sits a separate group: the youngest riders, ranked below 1,000th today, sell at 2.7 times rider value. They are not good yet. Buyers are paying for what they might become.

3.4 The market moves, and it follows the money that is actually spent

Prices are not fixed over time. S78 was a cool season: 240 deals against an average of 282, and 52.5M spent against 69.4M. The obvious explanation, that clubs had less money, is wrong: the cash clubs held grew by 3–5% over the season while prices fell. What sets the price level is how much money active clubs are willing to spend, and how many of them are buying. A large share of the game's cash sits with clubs that no longer race or trade, and that money does not bid for anyone.

3.5 Why stars rarely come to market

OCM has no wages, so keeping a rider costs a club nothing. A club with a young star has no reason to sell him, and so the market mostly sees riders their clubs can spare: veterans, surplus teammates and prospects. That shapes every price in this paper. It is why the elite riders who do sell are about 30. It is also why teammate prices are flat: the hire list and releases keep a steady supply of serviceable teammates, so a club rarely needs to pay much for one. Filler riders sell at rider value plus a few thousand; riders with a talent buyers can see attract bidding wars that add 100k to 500k.

4The model

Putting those findings together, the model predicts how far above his rider value a rider would sell, on a log scale:

log(fee ÷ rider value) = price level of active money + scarcity of the best captain line (log of rank) + scarcity of the best teammate line (log of rank) + age curve + elite × age (young stars worth far more) + potential (known / not known) + noise never below 0 (the game's minimum price)

Each term is there for a reason we can point to in the data:

fee ÷ rider value
We predict the markup over the game's minimum price rather than the fee itself. Rider value already carries what the game's formula rewards, and the markup is where the market's view lives. Because a rider cannot sell below his rider value, the markup is never below 1, and the model treats that as a hard floor.
log scale
Effects in this market are percentages, not fixed amounts. Being 10th instead of 50th might add 60% to a price whether the rider is a 200k rider or a 900k rider. Working in logs turns those percentages into simple additions.
price level of active money
How hot the market is, built from the cash held by clubs that are actually racing and trading, the number of deals and the number of active buyers, and updated as each season goes on. It lets the model learn from five seasons of sales and still price at today's level (section 3.4).
log of rank, captain line
Scarcity (section 3.2). The log makes the distance from 50th to 5th count far more than the distance from 1,000th to 500th, which is what the sales show.
log of rank, teammate line
Elite support riders sell at a premium too. Measuring this as a smooth curve lets the few elite-teammate sales, about 50 in five seasons, inform the whole range instead of sitting in a box of their own.
age curve
The seasons-left effect (section 3.3), steep for young riders and flat later.
elite × age
Age matters much more for stars than for teammates. Without this term the model would apply the same age discount to everyone.
potential
How far a rider can still improve. It is only recorded for riders listed in forum sale threads, so the model carries a "known / not known" marker rather than guessing it for everyone else.
noise
Everything the model cannot see: bidding wars, a manager who needs a sprinter this week, buyers from the rider's own nation paying extra.

The skill lines will use the game's own race weights, so that "ranked 5th for sprints" means what the game means by sprinting, rather than the rough lines used in the tests above.

From the model back to money

Two adjustments turn the model's answer into a value in the bank. First, converting a log prediction straight back into money gives a typical price, which runs below the average price, most of all for elite riders whose prices vary most. Summed over a squad, that would understate it, so the conversion is corrected for each kind of rider. Second, every value comes with a range: an 80% range for each rider and for each club, built so that a whole-market shock (a hot or a cold season) moves every rider together rather than cancelling out.

5What could fool us

Only some riders are sold

Clubs sell riders they can spare and keep the ones they cannot replace (section 3.5). The sales we learn from are therefore not a fair sample of all riders. Economists call this selection bias. The textbook correction needs something that changes whether a rider is sold without changing his price, and this game offers nothing like that. So we do not pretend to correct it. Instead, values for the riders the market rarely sees, above all young elite riders, get wider ranges, and the published pages say so.

The top of the market is thin

Only about 50 riders ranked in the top 50 have been sold in five seasons. A handful of unusual sales can move the estimates. Using smooth curves instead of separate boxes is how the model copes, and its errors at the top will be reported separately.

A squad is worth less in a fire sale

About 280 riders change clubs in a season, out of roughly 12,000 on rosters. If one club tried to sell a whole squad at once, it would flood the market and prices would fall. So a squad's market value is not cash it could raise tomorrow. The Rich List will show two figures: the market value, and a lower "could actually sell" value that is discounted for how much of a season's demand that squad would add.

Dormant clubs

Clubs that no longer race or trade still own riders. Those riders will not come to market, and their owners' cash does not bid for anyone. Their squads will be flagged, so a reader can see how much of the list's wealth is active and how much is idle.

Single sales are hard to predict, and misses add up

Even a good model will miss single sales by a wide margin, because one keen buyer can double a price. Random misses shrink as a share of a squad's total, but misses that share a cause, like a cold season or a type of rider the model gets wrong, do not cancel. The early tests show this: the season totals got slightly worse as terms were added. That is why squad and club totals get their own error checks and their own ranges.

The model can move the market

Once values are published, managers may start quoting them, and future fees may drift toward them. The model would then be learning from its own echo. We will track how far fees sit from the estimates before and after publication, and treat repeat deals between the same two clubs, and extreme outliers, with caution. Values for individual riders will not be published until the model has a season of results behind it.

6How we will know it works

The test is strict: fit the model on earlier seasons, then predict a later season it has never seen, and repeat for several seasons in turn. The early tests below used one held-out season.

ModelTypical missWithin ±50%Season total vs actual
Rider value × average markup (used today)69%39%+12%
Add age45%54%+14%
Add age and captain grade44%54%+14%
Add age, captain and elite-teammate grade44%55%+15%
Full model (this paper), targetbelow 44%above 55%within ±10%
Fitted on S74–77 (1,162 sales), tested on S78 (240 sales). "Typical miss" is the median error on a single sale. The totals are high mainly because S78 was a cooler market than the four seasons before it and these early versions had no way to know that in advance; the price level of active money is there to fix it.

The full model has to pass all of these:

7What it is for

Once it passes the test, the same model serves several jobs:

The Rich List
Each club's squad value as at day 90 of the season, shown as a market value and a "could actually sell" value, each with a range, with dormant clubs flagged.
Selling a rider
A sensible asking range for a sale thread, backed by recent comparable sales.
Buying a rider
Spotting riders on the hire list or the forum who are cheap for what they are.
c value <rider>
A private estimate for any rider, with the ten most similar recent sales shown first and the estimate second, the way an estate agent values a house.
A scorecard
Each season, the model's estimates against what riders actually sold for, misses included.

8What the model is not

It is not a price list and it is not the game's value. It says what a rider would be expected to fetch in a normal sale this season, not what any particular manager will pay. It cannot see a manager's plans, his cash, or the friend who will overpay. It is an estimate with a stated margin of error, and it gets better each season as more sales come in.

Future work

Reviewers pointed to things that matter to a manager but that this first model leaves out, mostly because the data to measure them is thin or missing:

Revisions

Draft v2 (15 Oct 2026 · Season 79, Day 6). Revised after review by an economist, a game designer and an online-game economist. Changes: the model now predicts the markup over rider value and treats rider value as the game's minimum price; the price level is built from active clubs' money rather than one number per season; values are corrected when converted from logs and come with ranges; squads get a "could actually sell" value; dormant clubs are flagged; section 3.5 explains why stars rarely sell; the validation plan is tougher; the wording on adding up prices, misses cancelling and the "top 50 step" is corrected; skill lines are written out in full; references are corrected and football transfer-fee studies added.

Further reading

  1. Rosen, S. (1974). Hedonic prices and implicit markets. Journal of Political Economy 82(1). The house-as-a-bundle-of-features idea behind section 2.
  2. Rosen, S. (1981). The economics of superstars. American Economic Review 71(5). Why being the best pays so much more than being very good (section 3.2).
  3. Carmichael, F. and Thomas, D. (1993). Bargaining in the transfer market: theory and evidence. Applied Economics 25(12).
  4. Dobson, S. and Gerrard, B. (1999). The determination of player transfer fees in English professional soccer. Journal of Sport Management 13(4).
  5. Frick, B. (2007). The football players' labor market: empirical evidence from the major European leagues. Scottish Journal of Political Economy 54(3). Three studies of how football transfer fees are set, the closest real-world cousin of this market.
  6. Heckman, J. (1979). Sample selection bias as a specification error. Econometrica 47(1). Why learning only from the riders who get sold can mislead (section 5).
  7. Duan, N. (1983). Smearing estimate: a nonparametric retransformation method. Journal of the American Statistical Association 78(383). Correcting values when converting from logs back to money (section 4).
  8. Case, K. and Shiller, R. (1987). Prices of single-family homes since 1970. New England Economic Review. The repeat-sales method, behind the riders-sold-twice check in section 6.

Data: OCM club-to-club transfers S74–78, rider stats and ages as recorded at the time of each sale, ranked against every rider with stats that season. Hire-list signings carry no price and are not included. Figures in sections 3 and 6 come from preliminary tests; the full model's results will replace them when it is built.

The Echelon front page · The Rich List · The transfer market, seasons 73–77