.TH Command BUDGET .NA budget "Look at a national balance sheet & set priorities" .LV Basic .SY "budget [ ]" budget with no arguments produces: .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 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 Total income.....................................................+188345 Balance forward 41617 Estimated delta +40855 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" .s1 Sector designations (or ship or plane building) with a 0 priority will not produce, build efficiency, or gain avail. .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) .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. .s1 For other ways to control sector production, see the \*Qstart\*U and \*Qstop\*U commands. .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) .s1 Estimated Delta .s1 The estimated delta may not be correct, due to events during updates. (starvation, plague, sector revolts, etc). .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. .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). .s1 .SA "show, Sector-types, Nation, Update"