.TH Command BUDGET
-.NA budget "Look at a national balance sheet & set priorities"
+.NA budget "Look at a national balance sheet"
.LV Basic
-.SY "budget [<sector type|P|S|L|M|N|A|C> <PRIORITY|~>]"
-budget with no arguments produces:
+.SY "budget"
+The budget command predicts expenses and income for the next update.
+.s1
.EX budget
.NF
-Sector Type Abbr Production Priority Cost
-park p 850 happy 7650
-defense plant d 115 guns 3600
-shell industry i 679 shells 2097
-technical center t 66 tech 27000
-research lab r 7 medical 900
-library/school l 1616 edu 14544
-refinery % 388 petrol 425
-enlistment center e 930 mil 2790
-Unit building L 6 units 358
-Unit maintenance A 85 units 28992
-Ship building S 2 ships 480
-Ship maintenance M 25 ships 6327
-Plane building P 9 planes 2508
-Plane maintenance N 219 planes 8874
-Sector building 2398
+Sector Type Production Cost
+park 850 happy 7650
+defense plant 115 guns 3600
+shell industry 679 shells 2097
+technical center 66 tech 27000
+research lab 7 medical 900
+library/school 1616 edu 14544
+refinery 388 petrol 425
+enlistment center 930 mil 2790
+Unit building 6 units 358
+Unit maintenance 85 units 28992
+Ship building 2 ships 480
+Ship maintenance 25 ships 6327
+Plane building 9 planes 2508
+Plane maintenance 219 planes 8874
+Sector building 25 sectors 2398
+Sector maintenance 5 sectors 300
Military payroll 7648 mil, 338 res 38247
-City maintenance 5 cities 300
Total expenses....................................................147490
Income from taxes 320709 civs, 100235 uws +92513
Income from bars 7986 bars +95832
Estimated new treasury.............................................82472
.FI
.s1
-Budget with an argument sets the priority of the given sector type
-(or L for unit building, or A for unit maintenance, or
-P for plane building, or S for ship building, or M for ship
-maintenance, or N for plane maintenance, or C to clear all)
-.s1
-Priorities are a positive number, or 0, or ~.
-.s1
-By default, budget lists only items which cost something. Non-producing
-items will be listed if they are given a priority.
-.s1
-Update order:
-.s1
-Please see info \*QUpdate-sequence\*U for more details on the order things
-happen in during the update..
-.s1
-.L "Turning sectors off"
+The estimated delta may not be correct, due to events during updates:
+starvation, plague, sector revolts, etc.
.s1
-Sector designations (or ship or plane building) with a 0 priority will not
-produce, build efficiency, or gain avail.
+Budget takes into account avail and materials in headquarters,
+harbors and airports, and will
+only show you how much you'll pay for work that will actually get done
+in cases where your headquarters/airports/harbors will not have enough avail
+or materials to work on all units/planes/ships.
.s1
-If a sector of a type with 0 priority has been re-designated, the sector will
-be torn down and rebuilt as usual (and may produce as well, depending on the
-amount of work available, as normal)
+.L "Going broke"
.s1
-If a sector of a type with a non-zero priority has been re-designated to a
-type with a 0 priority, the sector will be torn down to 0%, and the designation
-changed, but no further work will be done.
+The first thing you need to know about going broke: don't! Stuff you
+can't afford will not be made. Lack of maintenance will damage your
+assets. Worst of all, because many commands are not available while
+you're broke, you'll be helpless until you become solvent again
.s1
-For other ways to control sector production, see the \*Qstart\*U and \*Qstop\*U
-commands.
+There is no easy way to predict what exactly will still be paid for
+when you go broke during an update. Try info \*QUpdate-sequence\*U.
.s1
-Costs for each sector type include costs for building efficiency in sectors
-of that type. (This is true even if the sector will change to a different
-type as a result of that work. For example, costs for libraries will include
-all costs for work done in library sectors, even if one of the sectors is
-being turned into an agribusiness)
+.L "Cutting cost"
.s1
-Estimated Delta
+The orthodox way to balance your budget is to sack a neighbor. In
+case that isn't possible right now, a few tips:
.s1
-The estimated delta may not be correct, due to events during updates.
-(starvation, plague, sector revolts, etc).
+Stop expensive sectors, ships, planes and land units. See the
+\*Qstart\*U and \*Qstop\*U commands for how.
.s1
-Budget takes into account avail in headquarters,
-harbors and airports, and will
-only show you how much you'll pay for work that will actually get done
-in cases where your headquarters/airports/harbors will not have enough avail
-to work on all units/planes/ships.
+Instead of stopping a sector, you can throttle it by moving out some
+of the raw materials required for production. The \*Qproduction\*U
+command can help you fine tune.
.s1
-If a cost is in [brackets], then that means that you will not pay it
-because you will not have enough money. If a cost is in (parenthesises),
-then that means that you will not pay it because you have chosen not
-to pay that cost (i.e. you have set the priority of that item to 0).
+Trim your military. Consider demobilizing.
.s1
-.SA "show, Sector-types, Nations, Updates"
+.SA "Sector-types, Maintenance, Nations, Updates, Update-sequence, demobilize, production, start, stop"