Command : BUDGET
Basic
[##:##] budget [<sector type|P|S|L|M|N|A|C> <PRIORITY|~>]
budget with no arguments produces:
[##:##] budget
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
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)
Priorities are a positive number, or 0, or ~.
By default, budget lists only items which cost something. Non-producing
items will be listed if they are given a priority.
Update order:
Please see info Update-sequence for more details on the order things
happen in during the update..
Turning sectors off
Sector designations (or ship or plane building) with a 0 priority will not
produce, build efficiency, or gain avail.
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)
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.
For other ways to control sector production, see the start and stop
commands.
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 aggie)
Estimated Delta
The estimated delta may not be correct, due to events during updates.
(starvation, plague, sector revolts, etc).
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.
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 ( brakets ),
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).
See also : show
, Sector-types
, Nation
, Update