2 .NA budget "Look at a national balance sheet & set priorities"
4 .SY "budget [<sector type|P|S|L|M|N|A|C> <PRIORITY|~>]"
5 budget with no arguments produces:
8 Sector Type Abbr Production Priority Cost
10 defense plant d 115 guns 3600
11 shell industry i 679 shells 2097
12 technical center t 66 tech 27000
13 research lab r 7 medical 900
14 library/school l 1616 edu 14544
15 refinery % 388 petrol 425
16 enlistment center e 930 mil 2790
17 Unit building L 6 units 358
18 Unit maintenance A 85 units 28992
19 Ship building S 2 ships 480
20 Ship maintenance M 25 ships 6327
21 Plane building P 9 planes 2508
22 Plane maintenance N 219 planes 8874
24 Military payroll 7648 mil, 338 res 38247
25 City maintenance 5 cities 300
26 Total expenses....................................................147490
27 Income from taxes 320709 civs, 100235 uws +92513
28 Income from bars 7986 bars +95832
29 Total income.....................................................+188345
31 Estimated delta +40855
32 Estimated new treasury.............................................82472
35 Budget with an argument sets the priority of the given sector type
36 (or L for unit building, or A for unit maintenance, or
37 P for plane building, or S for ship building, or M for ship
38 maintenance, or N for plane maintenance, or C to clear all)
40 Priorities are a positive number, or 0, or ~.
42 By default, budget lists only items which cost something. Non-producing
43 items will be listed if they are given a priority.
47 Please see info \*QUpdate-sequence\*U for more details on the order things
48 happen in during the update..
50 .L "Turning sectors off"
52 Sector designations (or ship or plane building) with a 0 priority will not
53 produce, build efficiency, or gain avail.
55 If a sector of a type with 0 priority has been re-designated, the sector will
56 be torn down and rebuilt as usual (and may produce as well, depending on the
57 amount of work available, as normal)
59 If a sector of a type with a non-zero priority has been re-designated to a
60 type with a 0 priority, the sector will be torn down to 0%, and the designation
61 changed, but no further work will be done.
63 For other ways to control sector production, see the \*Qstart\*U and \*Qstop\*U
66 Costs for each sector type include costs for building efficiency in sectors
67 of that type. (This is true even if the sector will change to a different
68 type as a result of that work. For example, costs for libraries will include
69 all costs for work done in library sectors, even if one of the sectors is
70 being turned into an aggie)
74 The estimated delta may not be correct, due to events during updates.
75 (starvation, plague, sector revolts, etc).
77 Budget takes into account avail in headquarters,
78 harbors and airports, and will
79 only show you how much you'll pay for work that will actually get done
80 in cases where your headquarters/airports/harbors will not have enough avail
81 to work on all units/planes/ships.
83 If a cost is in [ brackets ], then that means that you will not pay it
84 because you will not have enough money. If a cost is in ( brakets ),
85 then that means that you will not pay it because you have chosen not
86 to pay that cost (i.e. you have set the priority of that item to 0).
88 .SA "show, Sector-types, Nation, Update"