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 Post subject: Military Spending
PostPosted: Oct 31 2010 
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Joined: May 11 2009
Posts: 136
Location: UK
I'm playing a game as the USA and have just noticed my military spending was $7000M+ per day. I decided to find out why the spending was so high when I have no units deployed and only around 400-500 units in total. Scrapping all the units and stopping all unit construction only dropped spending by a few hundred million each day but left spending at around $6700M still.

Shutting down all unit construction fabs drops spending to just $400M a day. 50 land fabs, 100 air fabs, 30 naval fabs, 100 missile fabs shouldn't cost $6000M a day to maintain should they? never had such high spending in other games as USA even with more fabs.

I know there was a bug with shutting down last missile fab causing military spending to jump up, but never ran into that, guess this may be something similar with other fabs.

Anyone else had this happen? looks like i'll have to start a new game :-(


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 Post subject: Re: Military Spending
PostPosted: Oct 31 2010 
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I'm sure you've already checked this, but have you lowered your defcon?


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 Post subject: Re: Military Spending
PostPosted: Oct 31 2010 
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Yep, have been at defcon 5 since I beat Cuba + Mexico, so is defiantly not that, think defcon isn't part of mil spending anyway.


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 Post subject: Re: Military Spending
PostPosted: Oct 31 2010 
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Dont forget the Barracks, airfields, seapiers. Those cost money to operate too. And you are paying your active duty soilders and reserve duty soilders pay too. It all adds up. But still the game overestimates the cost of war. Your showing it costing 7B a day with minimal stuff active. When in reality it is costing the US 3.2B a day and we have allot of stuff active, and this price includes RnD.

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 Post subject: Re: Military Spending
PostPosted: Oct 31 2010 
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$7 billion isnt that high.Fabs are expensive and a few billion a day isnt that hard to reach.

Defcon gets posted in preparedness,which is a separate expense.

Maintenance and training falls under military expense,and is usually one of the bigger costs.Units in reserve still require it, though at a discounted rate.A high end unit ,like B2s, even in reserve still have a hefty cost.

Attachment:
milexp.JPG
milexp.JPG [ 48.54 KiB | Viewed 1900 times ]

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 Post subject: Re: Military Spending
PostPosted: Oct 31 2010 
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Joined: May 11 2009
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Location: UK
how many units, fabs, etc do you have?

I scrapped all my units and still have almost 7000M, says a land fab is 193M annual maintenance when I hover over, is there other costs?


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 Post subject: Re: Military Spending
PostPosted: Oct 31 2010 
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That pic is actually with fabs all deactivated.

Heres one with some active....

Attachment:
milexp1.JPG
milexp1.JPG [ 46.12 KiB | Viewed 1896 times ]


This one is with the following build cap
Attachment:
milexp2.JPG
milexp2.JPG [ 11.86 KiB | Viewed 1896 times ]


So circa 200 fabs raised the cost by circa $5.5billion, and thats day one.Those extra jobs will cause the gdp/c to rise from where its currently at also,and as it does, the cost of those 200 fabs will rise along with it.

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 Post subject: Re: Military Spending
PostPosted: Oct 31 2010 
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Joined: May 11 2009
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Location: UK
Oh, maybe i've just not noticed military spending this high before, don't check spending often when i'm making war :lol:.

How many units do you have?

Guess there must be other cost then the annual maintenance shown for each fab in the pic for land fabs.

Ruges wrote:
Dont forget the Barracks, airfields, seapiers. Those cost money to operate too. And you are paying your active duty soilders and reserve duty soilders pay too. It all adds up. But still the game overestimates the cost of war. Your showing it costing 7B a day with minimal stuff active. When in reality it is costing the US 3.2B a day and we have allot of stuff active, and this price includes RnD.


Didn't notice this post before, i've attached a pic with all fabs switched off thats with 180+ air fields, 100+ barracks, etc active, so its not a big amount of the total spending with everything working.


Attachments:
spending.png
spending.png [ 72.89 KiB | Viewed 1887 times ]
landfab.png
landfab.png [ 65.3 KiB | Viewed 1887 times ]
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 Post subject: Re: Military Spending
PostPosted: Oct 31 2010 
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Try activating one - only one - missile fab. See if that changes anything.

I'll explain later unless someone else remembers what I'm talking about.

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 Post subject: Re: Military Spending
PostPosted: Oct 31 2010 
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Theres a problem with ruges example though....

In game the military runs and maintains all the production facilities.This is like the military owning

Quote:
Lockheed Martin Corp.
Boeing Co.
Northrop Grumman Corp.
Raytheon Co.
General Dynamics Corp.
United Technologies Corp.
Science Applications International Corp.
TRW Inc.
Health Net, Inc.
L-3 Communications Holdings, Inc.
+ over 100 more

Which of course it doesnt.

So in real life,the expense of running the fabs and making the equipment is really only passed on to the military via purchases and grants.

BUT in game,the military pays alot of the expenses the defense contractors would cover,with a more limited way to recoup them, because in game the industry is part of the military.

@trebor
Its not really that difficult.You turned your fabs off and saw how big their cost was.I did it also,to show another example.The costs are big, and should be the way the game is set up.IE the industry isnt separate from the military.

@balt
He knows about that bug and mentions it early on.

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 Post subject: Re: Military Spending
PostPosted: Oct 31 2010 
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Captain

Joined: May 11 2009
Posts: 136
Location: UK
The only reason I thought something was up after I noticed the military spending, was because I did a few tests on how much each fab cost to maintain.

In my USA game(sep2020): mil spending is $6767M I deactivate all 100 missile fabs, mil spending drops to $4529M a difference of $2238M divide by 100 gives $22.38M per missile fab.

Start new USA game: mil spending is $1596M I deactivate all 25 missile fabs, mil spending drops to $1402M a difference of $194M divide by 25 gives $7.76M per missile fab.

So in approximately 9 months of game time it costs around 3 times the cost per missile fab to maintain.


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 Post subject: Re: Military Spending
PostPosted: Oct 31 2010 
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To start with,dont go with day one figures.Let the game run at least one day.Best to let run a month.This lets the region stabilize under the settings chosen.

Then make sure all the units are in reserve, and the AI has no control over them.This removes any variance in what and how many are deployed.

Your default military cost will rise for a few weeks, and the gdp/c should lower over that period.At one point they will each stabilze,if nothing else occurs,like a war to mess with it.At that point you can test the costs.Til then, the numbers are not true .

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 Post subject: Re: Military Spending
PostPosted: Oct 31 2010 
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Joined: May 11 2009
Posts: 136
Location: UK
oh, I didn't go off day 1, let it run for a week, all units in reserve, at peace, not building anything, even scrapped every unit like in the other game.

Gdp/c was $43k in the first and $40k in the new game, so both games were pretty much the same set up.


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 Post subject: Re: Military Spending
PostPosted: Oct 31 2010 
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i dont have time tonight to look at this is indepth.

I do know the maintenance cost for a fab varies,it goes up and down pretty much with the gdp/c>if theres other factors,like inflation or tax rate that effect this, i dont know.

For instance in my kitts game, with a gdp/c of circa 22k-the missile fab has a maintenance of about 133m/y,while in one us game with a gdp/c of 40K the cost is 176m/y,while in another US game with gdp/c of 11.5k its 100m/y ,and in my russia game with gdp/c of 12k its 104m/y(according to mouse over for all)

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 Post subject: Re: Military Spending
PostPosted: Nov 01 2010 
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Joined: May 11 2009
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Location: UK
The annual maintenance shown when you hover over the missile fabs are $183M and $177M in my game and the other test game.

But the annual maintenance is closer to $8000M from what i've worked out in my game.


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