Here is an alternative method based on real-world practices that I qorked on a few years ago....
I know from the start that my idea would not follow canon very closely, but then again, I felt the force levels in the OTU were too big, so the numbers I'll use make things more to my liking anyways. I am also working to make a general organizational budget such that the same methods can be used for any branch of service, and perhaps even merchant fleets. I also think that using different allocations can be assigned to different races' budget to give different flavors to the races' forces. Giving a low R&D allocation to the Vilani budget, for example. I'll make a couple of notes concerning ideas on how to use the various parts in my example.
keep in mind that the numbers/percentages I'm using are off the top of my head and are not ideal. Naturally, as this is an annual budget, the allocations can be changed each year as conditions warrant.
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B-877888-B pop mod=5
peacetime military 3%
non imperial and 60% of the military budget going to the navy
18,000*.65*5e8*.03*.60 = 105.300,000,000 Crimp
allocations:
R&D__________________7%.........7,371,000,000
Appropriations__________28%........29,484,000,000
Operations_____________33%........34,749,000,000
Personnel______________32%........33,696,000,000
....I'm thinking of using R&D as reasearch and devolopment of new equipment. This includes naval architect costs as well as costs for mock-up and evaluation. This amount might be split up among different contractors to produce prototypes for head-2-head comparisons before awarding a contract. An example of this would be the contest between the yf-22 and the yf-23.
....I'll figure that the research spending allows for the construction of 10 times the amount spent on any single project. So, for example, if you wish to upgrade the main gun on a ship that would cost 2,000,000,000Crimp, you'd use 200,000,000Crimp of R&D before you actually begin such an upgrade. This represents designing fittings and adapting things to a specific class of ship. If the costs for R&D to build a completely new class of ship, you'd have to spend this amount over a period of years until the costs are paid. If you wish to build a ship whose design already exists,then, as the R&D has already been paid already, you won't need to pay it again unless you are making a change/upgrade whereupon you'd only need to pay R&D costs for that change/upgrade.
Just because the R&D costs are paid does not mean the project has to be followed through upon... mbt70, Sgt York, AH-56 Cheyenne are examples of this.
R&D: 7,371,000,000 Crimps allows for the design of up to 73,710,000,000 of new construction and/or upgrading existing equipment.
Appropriations; 29,484,000,000 Crimp of new construction allowed for the year. If shipbuilding project costs more, then the payments continue with each year's budget until the full amount is paid.
This part of the budget is what pays for replacement equipment that is damaged or destroyed.
Operations; 34,749,000,000 Crimps allow for a fleet total cost of 347,490,000,000 given the idea that ops/maint is 10% of total unit cost.
Personnel; 33,696,000,000 Crimps... divided by 2* per capita for the tech of the owning world ( 18,000 in this case ) to give the total number of crew members and assuming a 3:1 ratio of support personnel to deployed personnel gives the total crew that are in the fleet/unit.
33,696,000,000/36,000 = 936,000 total manpower with 234,000 deployed in the fleet.
per capita * 1 are green crew
per capita * 2 are normal
per capita * 3 are experienced
per capita * 4 are elite
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I'm hoping to work this sort of method out for all branches, including scouts and merchant fleets and perhaps even starports.
I know from the start that my idea would not follow canon very closely, but then again, I felt the force levels in the OTU were too big, so the numbers I'll use make things more to my liking anyways. I am also working to make a general organizational budget such that the same methods can be used for any branch of service, and perhaps even merchant fleets. I also think that using different allocations can be assigned to different races' budget to give different flavors to the races' forces. Giving a low R&D allocation to the Vilani budget, for example. I'll make a couple of notes concerning ideas on how to use the various parts in my example.
keep in mind that the numbers/percentages I'm using are off the top of my head and are not ideal. Naturally, as this is an annual budget, the allocations can be changed each year as conditions warrant.
-----------------------------------------------------------------------
B-877888-B pop mod=5
peacetime military 3%
non imperial and 60% of the military budget going to the navy
18,000*.65*5e8*.03*.60 = 105.300,000,000 Crimp
allocations:
R&D__________________7%.........7,371,000,000
Appropriations__________28%........29,484,000,000
Operations_____________33%........34,749,000,000
Personnel______________32%........33,696,000,000
....I'm thinking of using R&D as reasearch and devolopment of new equipment. This includes naval architect costs as well as costs for mock-up and evaluation. This amount might be split up among different contractors to produce prototypes for head-2-head comparisons before awarding a contract. An example of this would be the contest between the yf-22 and the yf-23.
....I'll figure that the research spending allows for the construction of 10 times the amount spent on any single project. So, for example, if you wish to upgrade the main gun on a ship that would cost 2,000,000,000Crimp, you'd use 200,000,000Crimp of R&D before you actually begin such an upgrade. This represents designing fittings and adapting things to a specific class of ship. If the costs for R&D to build a completely new class of ship, you'd have to spend this amount over a period of years until the costs are paid. If you wish to build a ship whose design already exists,then, as the R&D has already been paid already, you won't need to pay it again unless you are making a change/upgrade whereupon you'd only need to pay R&D costs for that change/upgrade.
Just because the R&D costs are paid does not mean the project has to be followed through upon... mbt70, Sgt York, AH-56 Cheyenne are examples of this.
R&D: 7,371,000,000 Crimps allows for the design of up to 73,710,000,000 of new construction and/or upgrading existing equipment.
Appropriations; 29,484,000,000 Crimp of new construction allowed for the year. If shipbuilding project costs more, then the payments continue with each year's budget until the full amount is paid.
This part of the budget is what pays for replacement equipment that is damaged or destroyed.
Operations; 34,749,000,000 Crimps allow for a fleet total cost of 347,490,000,000 given the idea that ops/maint is 10% of total unit cost.
Personnel; 33,696,000,000 Crimps... divided by 2* per capita for the tech of the owning world ( 18,000 in this case ) to give the total number of crew members and assuming a 3:1 ratio of support personnel to deployed personnel gives the total crew that are in the fleet/unit.
33,696,000,000/36,000 = 936,000 total manpower with 234,000 deployed in the fleet.
per capita * 1 are green crew
per capita * 2 are normal
per capita * 3 are experienced
per capita * 4 are elite
----------------------------------------
I'm hoping to work this sort of method out for all branches, including scouts and merchant fleets and perhaps even starports.