here is an alternative method.
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=20618&highlight=military+budgets
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=20618&highlight=military+budgets
That's good to hear. Especially if it also base it on the canonical figure of an average of 1000 major ships per sector. And maybe assume that "average" means more than that near the borders and less in the interior. Then all one has to do is assume that, unlike with small pocket empires, half the navy budget goes to pay for bases and logistics and the cost of the Imperial fleet actually falls into the ballpark of the canonical average 3% of GWP military spending for Imperial worlds.FWIW it bases its figures on canon statements, not budgets. Canon statements like...
A typical 3rd Imperium fleet has 8-10 squadrons of major ships (cruisers, carriers, and dreadnaughts) PLUS an unspecified number of auxiliary vessels (escorts, tankers, couriers, etc.).
One thing to consider is that a subsector-wide navy can build its ships at the starports with the highest tech level and use those with lower tech levels to maintain them. If the capacity is high enough, of course, but if you assume that ships have a service life of 40 or 50 years (unless shot to pieces, of course), replacements only require a capacity of a fraction the total fleet tonnage (2 to 2.5% for ships that take a year to build, adjusted up or down for other construction times).Now I've worked out rough percentages of yard space each A and B class can provide me (with their comensurate TLs). I'm not going to build low tech ships, then go through the rigamarole of upgrading. I'm simply buying a spread of TLs from the different yards, and assuming that some will have been upgraded from older models.
My base assumption is 100 to 150 years for service life of a well maintained Naval vessel...(10years x TL )One thing to consider is that a subsector-wide navy can build its ships at the starports with the highest tech level and use those with lower tech levels to maintain them. If the capacity is high enough, of course, but if you assume that ships have a service life of 40 or 50 years (unless shot to pieces, of course), replacements only require a capacity of a fraction the total fleet tonnage (2 to 2.5% for ships that take a year to build, adjusted up or down for other construction times).
Hans
That's good to hear. Especially if it also base it on the canonical figure of an average of 1000 major ships per sector. And maybe assume that "average" means more than that near the borders and less in the interior. Then all one has to do is assume that, unlike with small pocket empires, half the navy budget goes to pay for bases and logistics and the cost of the Imperial fleet actually falls into the ballpark of the canonical average 3% of GWP military spending for Imperial worlds.
Hans
... navy can build its ships at the starports with the highest tech level and use those with lower tech levels to maintain them.
Obviously this will be based on something, can you elaborate on maintaining starships at shipyards of a lower tech than the ship. ta.
Annual maintenance takes two weeks at any Class A or B starport. Note that (IIRC) the details of such maintenance (as well as peacetime replacements) is ignored in TCS. You don't even have to shedule time for your ships to spend at any shipyard. You just have to pay those 10% per year.Obviously this will be based on something, can you elaborate on maintaining starships at shipyards of a lower tech than the ship. ta.
One other thing to consider when mapping out your fleet is about 20% of your tonnage needs to be auxilliares ..(Tenders, refuelers, repair vessels , tugs , salvage vessels, supply ships etc..a fleet has to have logistical support or its toast outside of its home systems. Most of these functions can be combined easily into a single class of vessel and it do not have to travell as fast as the fleet..they just have to be able to travell ..(ie make them jump 2 if your main fleet is jump 3 etc..) rember since its a subsector fleet and dosent have as far to go it can be jump-2 or 3 fleet saving yourself tons of space for additional weapons etc..
You're pretty much on your own when it comes to numbers, though. The existing rules for logistics are pretty much to pay 10% maintenance. I've always thought that a good case could be made for auxiliaries coming out of that figure (Well... not tankers and assault troop transports, but the transports moving supplies from where they're created to where they're expended, personnel back and forth, hospital transports, etc.). Which, if I'm right, would mean that the proportional cost of logistics could be somewhat bigger for a subsector-sized polity with 30-40 worlds than for a typical TCS polity with one mainworld and a few colonies within one jump. And a lot bigger for the Imperium.[Auxiliaries] are the types of ships I'm primarily looking fiorward to constructing!
Annual maintenance takes two weeks at any Class A or B starport. Note that (IIRC) the details of such maintenance (as well as peacetime replacements) is ignored in TCS. You don't even have to shedule time for your ships to spend at any shipyard. You just have to pay those 10% per year.
As Pendragonman points out, repairs (and wartime replacements) is different.
Hans
Hi, I've been through past threads, and I've read alot, but I'm still very confused! Can anyone help me?
I have a subsector sized polity with 20-25 worlds. I want to start building ships, but I want to be restricted by budget, not just hull size. I can build everything together and make it all work together.
How do I calculate the money I have to play with kitting out the Navy from scratch, in raw funds to spend on hardware, not training, wages, R&D, uniforms, etc??
Secondly, how about the planetary defences: Naval defences that is? I want to build small insystem defence fleets for the bigger systems.
I've looked at Striker, and TCS but they seem to overlap yet say different things.....
I have never run real numbers on the requirements for a tanker fleet than can provide this service to a realistic battle fleet.FWIW, don't under-estimate tanker requirements. The Strategic need to ensure your Fleet can always retreat can dictate a very sizable Tanker Budget.
Up to a third of your total budget...
So, operating these tankers allows your fleet to jump out of danger. The trouble is, when your fleet runs into the the fleet that isn't using this many tankers, it's going to be bigger and meaner, thus making the need for your fleet to jump away that more real. I guess you have to hope your fleet elements somehow run into enemy fleet elements with fewer battle vessels.