Custom tiers and the season points table
The default shape is 3 tiers of 5. You can change it — but a custom shape needs a custom points table, because there is no formula to invent one from.
What you can change
Setting | Range | Default |
|---|---|---|
Number of tiers | 2 to 8 | 3 |
Teams per tier | 3 to 10 | 5 |
Tier names | one per tier, all unique | Gold / Silver / Bronze, or Tier 1…N |
Season points table | one row per tier, one value per finishing position | the built-in 3 × 5 table |
Your team count is always tiers × teams per tier, and the league will not generate without exactly that many fully partnered teams.
Tier names
Leave them unset and you get Gold, Silver, Bronze when you have exactly three tiers, or Tier 1 through Tier N for any other count.
If you set your own:
You need exactly one name per tier, listed top tier first.
They must be unique — names are used as group names and as standings sort keys, so duplicates are rejected.
The season points table
This is the part that catches people out.
The built-in table only covers the default 3 tiers of 5. Change the shape and you must supply your own — the app will not guess, and it refuses to run without one:
season_points_table is required when tier_count/tier_size differ from the default 3 tiers of 5
The shape it expects
One row per tier, top tier first. One value per finishing position within a tier, 1st place first.
So a 4-tier league of 6 teams needs 4 rows of 6 values. Get the dimensions wrong and you will see:
season_points_table must be N rows (one per tier) of M values (one per finishing position)
The default table, for reference
Finish | Gold | Silver | Bronze |
|---|---|---|---|
1st | 38 | 25 | 17 |
2nd | 27 | 18 | 12 |
3rd | 23 | 15 | 10 |
4th | 18 | 12 | 8 |
5th | 15 | 10 | 7 |
Designing your own
Two principles are worth borrowing from the default:
Higher tiers pay more at every position. Finishing 4th in Gold (18) beats winning Bronze (17). That is what makes climbing worth it — without it, teams are better off staying in a weak tier and winning it.
The gap between 1st and 2nd is the biggest. Gold drops 38 → 27 between first and second, then narrows. That rewards actually winning your tier rather than just finishing respectably.
Values must be whole numbers and cannot be negative.
How many teams move
The promotion and relegation count each week is 1 to half the tier minus one — precisely, floor((tier size − 1) / 2).
Teams per tier | Movement options |
|---|---|
3 | 1 |
4 or 5 | 1 or 2 |
6 or 7 | 1, 2 or 3 |
8 or 9 | 1, 2, 3 or 4 |
The cap exists so the promoting and relegating bands never overlap — otherwise a team could be both promoted and relegated in the same week.