Military Budgets:
The discussion of military budgets in the OTU is important in that it affects the consistency of the OTU. There are several instances of events in canon that are questionable because of this issue. Aslan Incursions, Vargr invasions, piracy and Corsair raids are all directly mentioned in OTU materials and there have been numerous heated arguments as to whether they are/were even possible. The main arguments against them come down to "fleet/military assets of the Imperium are so powerful and overwhelming that the pirates' or invading aliens' forces would be thoroughly crushed without effort".
The most common method of determining military budgets and force assets appears to be based on the TCS/Striker model where a world's GWP is figured using world population, various modifiers for trade classifications and exchange rates. From this GWP, military spending can be figured as well from a percentage of tax revenue. (Another method is to use Pocket Empires but the maintenance costs are more difficult to analyze and it often gives different values for the world's GWP than the TCS/Striker method).
Given an annual fleet budget, the standard practice of assuming fleet maintenance is 10% of the total cost of the fleet, gives a total amount that a player may spend on purchasing a world's fleet of 10 times the annual budget. If the annual budget is 1 Trillion Cr, then the world's ships are built using a budget of 10 trillion Cr in High Guard or some other comparable technology rule set. I feel that this is an oversimplification that has the unfortunate consequence of inflating fleet strengths to unrealistic levels that make piracy and invasions ridiculous.
Striker gives clues as to how such a situation should be handled.
In Striker, 'hardware' has a maintenance cost of 10% of the total cost of the hardware, but it takes the position that this is only *part* of the overall budget. The other 2 parts that Striker mentions are personnel costs and appropriation costs. The way I've seen military assets be determined here don't seem to take those two parts into account.
I've decided to use the US Navy's budget as a reality check because it seems to be the closest analog to a space fleet. This budget also includes the marines and marine assets.
http://www.finance.hq.navy.mil/fmb/09pres/books.htm
This document touches upon the 3 main aspects of fleet costs.
O&M would correspond to what TCS would call maintenance. Even assuming it remains at 10% of the total cost of the hardware, it would cut fleet assets by nearly 75%; a navy would be only about 1/4 the size given by TCS. However, for the sake of OTU continuity, I suggest the "10% of total cost" be brought in line with operational/maintenance costs of a free trade or type 's' of other starship. I confess that I don't know off-hand what that'd work out to be.
MilPers corresponds to Striker personnel costs. The numbers cited in the above document suggest that for every 1 person deployed/underway, there are 4 more in supporting roles. This is touched upon briefly in TNE World Tamer’s Handbook(pg 34, para 1) where there are 3 more persons for every man in actual combat (trooper). They all must be paid. Given the numbers cited, the average amount spent on each person is nearly double the per capita amount for the home country, thus the values given in Striker may be suspect as they would be underpaying drastically for each person. Striker does show that personnel costs have a direct influence on morale and usable skill levels. Therefore, personnel costs limit the number of spacers available to man the fleet without impacting crew quality.
Procurement is the other part of maintenance/Ops to be considered. This represents the costs of various supplies consumed, the costs of replacement parts, boats, ships, etc. and the financing of all new ships for a growing fleet. Ship upgrades come from this. Without this money being set aside, they will be NO new ships to modernize a fleet or to even replace ships lost to accident or combat.
I'm tired of typing for now...
I'll have to think about costs associated with high tech ships being maintained by lower tech worlds and vice versa.
I'll have to write up a typical world's fleet size based on this idea.
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This writing is about naval assets, but army assets should follow similar patterns.
The discussion of military budgets in the OTU is important in that it affects the consistency of the OTU. There are several instances of events in canon that are questionable because of this issue. Aslan Incursions, Vargr invasions, piracy and Corsair raids are all directly mentioned in OTU materials and there have been numerous heated arguments as to whether they are/were even possible. The main arguments against them come down to "fleet/military assets of the Imperium are so powerful and overwhelming that the pirates' or invading aliens' forces would be thoroughly crushed without effort".
The most common method of determining military budgets and force assets appears to be based on the TCS/Striker model where a world's GWP is figured using world population, various modifiers for trade classifications and exchange rates. From this GWP, military spending can be figured as well from a percentage of tax revenue. (Another method is to use Pocket Empires but the maintenance costs are more difficult to analyze and it often gives different values for the world's GWP than the TCS/Striker method).
Given an annual fleet budget, the standard practice of assuming fleet maintenance is 10% of the total cost of the fleet, gives a total amount that a player may spend on purchasing a world's fleet of 10 times the annual budget. If the annual budget is 1 Trillion Cr, then the world's ships are built using a budget of 10 trillion Cr in High Guard or some other comparable technology rule set. I feel that this is an oversimplification that has the unfortunate consequence of inflating fleet strengths to unrealistic levels that make piracy and invasions ridiculous.
Striker gives clues as to how such a situation should be handled.
In Striker, 'hardware' has a maintenance cost of 10% of the total cost of the hardware, but it takes the position that this is only *part* of the overall budget. The other 2 parts that Striker mentions are personnel costs and appropriation costs. The way I've seen military assets be determined here don't seem to take those two parts into account.
I've decided to use the US Navy's budget as a reality check because it seems to be the closest analog to a space fleet. This budget also includes the marines and marine assets.
http://www.finance.hq.navy.mil/fmb/09pres/books.htm
This document touches upon the 3 main aspects of fleet costs.
O&M would correspond to what TCS would call maintenance. Even assuming it remains at 10% of the total cost of the hardware, it would cut fleet assets by nearly 75%; a navy would be only about 1/4 the size given by TCS. However, for the sake of OTU continuity, I suggest the "10% of total cost" be brought in line with operational/maintenance costs of a free trade or type 's' of other starship. I confess that I don't know off-hand what that'd work out to be.
MilPers corresponds to Striker personnel costs. The numbers cited in the above document suggest that for every 1 person deployed/underway, there are 4 more in supporting roles. This is touched upon briefly in TNE World Tamer’s Handbook(pg 34, para 1) where there are 3 more persons for every man in actual combat (trooper). They all must be paid. Given the numbers cited, the average amount spent on each person is nearly double the per capita amount for the home country, thus the values given in Striker may be suspect as they would be underpaying drastically for each person. Striker does show that personnel costs have a direct influence on morale and usable skill levels. Therefore, personnel costs limit the number of spacers available to man the fleet without impacting crew quality.
Procurement is the other part of maintenance/Ops to be considered. This represents the costs of various supplies consumed, the costs of replacement parts, boats, ships, etc. and the financing of all new ships for a growing fleet. Ship upgrades come from this. Without this money being set aside, they will be NO new ships to modernize a fleet or to even replace ships lost to accident or combat.
I'm tired of typing for now...
I'll have to think about costs associated with high tech ships being maintained by lower tech worlds and vice versa.
I'll have to write up a typical world's fleet size based on this idea.
------------------------------------------------
This writing is about naval assets, but army assets should follow similar patterns.