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In My Traveller Universe Detail what parts of Traveller you do (or don't) use in your campaign.

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Old December 14th, 2013, 11:37 AM
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Default Military Economies (A snapshot of Spinward Marches)

Hi guys,
Check out this background information for the military in SM, Enjoy!

What is the cost of Military Units in Resource Units? (From T4 (I havn’t checked if T4 RU are the same as T5 RU))

If one Imperial Trooper costs Imperial Cr 150,000 to train, equip and deploy per year (Assumption)
Thus a 42 troop platoon costs 6.3MCr per year,
Thus a 125 troop company costs MCr 18.75 – 18.99 per year.
Incidently the 125 man company probably has around 225 total personnel and around 400-600 including spouses and dependants and various non-military contractors. So round out to 20MCr.
Thus a 625 man battalion costs MCr 93.75 -94.5 p.a. (close enough to 100 MCr)

One Resource Unit (T4 Pocket Empires)
Using Sylea Cr: 1 RU = 4919 MCr

52.05 battalions per Sylean Resource Unit
104 battalions per 2 Resource Units

Summarising 2 Resource Units buys:
  • 100 Battalions of Regular Infantry, or
  • 50 Battalions of Armoured Cavalry, or
  • 50 Battalions of Marines, or
  • 25 Battalions of Elite Special Forces (armoured infantry or armoured cavalry).
Remember that Worlds produce RU but their value is lower based on the TL and Starport.
ONE RU is 5,000 MCr in Year 0 (T4 Pocket Empires)

I think Pocket Empires is one of the best books in science fiction for fleshing out YTU.
I have used it to write a spreadsheet of the Spinward Marches to determine the amount of Resource Units created by each system economy in the Marches based on randomly generated resources, culture, infrastructure and population. This includes a dashboard to bring up any world in the marches on the front page and a dashboard on each page to quickly access each world in the subsector (INDIRECT is a very handy function in EXCEL once learned). However it is not canon so I’m not keen to share it.
It has shown some interesting things about the Marches which I’m happy to share.
First, The actual randomised populations of the Subsectors are often higher (or lower) than was estimated in Spinward Marches (CT). Some of the population values in the Spiward Marches (CT) are just plain wrong, for instance Trin’s Veil Estimated population = 111.3 billion (Spinward Marches CT). Actual Calculated Population = 38.6 billion.
Note that Actual Calculated Populations are only for the main world in the system, not including secondary worlds.

Second, the relative wealth of the subsectors of the Marches

Subsectors: Spinward Marches
Name Worlds Est Pop (billions) Actual Pop SRU
Chronor 24 3.682 9.5902E+09 5097.152
Querion 21 11.12 2.6864E+10 33.058
Darrian 29 23.36 2.4465E+10 1821.449
Five Sisters 25 1.845 1.0261E+09 71.189
Jewell 23 21.12 4.1028E+10 8907.582
Vilis 26 2.324 1.8580E+10 4729.467
Sword Worlds 28 33.73 1.5106E+10 3205.692
District 268 32 2.456 1.2387E+10 2251.191
Regina 32 165.6 7.9874E+10 7947.359
Lanth 27 3.358 7.8493E+08 55.901
Lunion 25 24.41 9.5902E+09 1130.174
Glisten 29 4.518 2.4721E+10 5722.257
Aramis 26 111.1 4.0867E+10 14831.885
Rhylanor 32 131.1 2.4465E+10 19254.829
Mora 26 221.1 5.3456E+10 26221.79
Trin's Veil 32 111.3 3.8682E+10 26729.398
Totals 437 872.123 4.2149E+11 128010.3

Note E+09 is billions
SRU is total produced Subsector RU
SRU is subsector resource units modified by finished goods trade with some assumptions such as the relative sizes of the pocket empires (for which I have generally used the number of worlds in the subsector). While this is not entirely accurate, trade is certainly decreased as distance increased beyond subsector distances.

AS you can see Mora and Trin’s Veil are the power houses of the SM, also Rhylanor and surprisingly Aramis. While Lanth, Querion and Five Sisters are relatively very poor.
Stay tuned for more.
Cheers!
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Old December 14th, 2013, 11:46 AM
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Are these adjusted to TL15 Imperial credits?

Also, being not overly familiar with T4, are these TOTAL credits or just credits available for military expenditures?
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Old December 14th, 2013, 12:18 PM
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According to Striker, "equipment costs 10% of its purchase to maintain each year; personnel cost (in salaries and other expenses), Cr10,000 per year for militia, Cr20,000 per year for conscripts, Cr30,000 per year for long service professionals, and Cr50,000 per year for picked troops."[SB2:38]


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Old December 14th, 2013, 05:59 PM
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You will also need to allow for between 5% and 10% lost, damaged, destroyed, stolen, or otherwise misplaced equipment every year as well.

And then take your 625-troop battalion and multiply it by about 3 to reflect all of the support personnel needed to train, maintain equipment, and deploy said battalion, and add the cost of the transports needed to move them from one planet to another, warships to protect said transports and movement. Then there are the disability pensions for disabled fighters, and pension payments to cover retirees, along with compensation payments to surviving dependents of deceased fighters.

Also, probably a 20% or so increase for Research and Development, along with spare parts warehouses and maintenance facilities.

You are only thinking teeth, you are forgetting about the supporting tail, which is going to be a lot more people that the teeth.
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Old December 14th, 2013, 07:50 PM
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Quote:
Originally Posted by Vladika View Post
Are these adjusted to TL15 Imperial credits?
Thanks for these important questions.
The answer to the first question is probably yes, depending on the era that you are using. Because Sylea at Year 0 had TL = C, but Capital had TL = F in 1100. These SRU values are in Resource Units. Multiply by 5,000 million (yes, that is 5 trillion) to convert to CrImp Imperial Credits. Which suggests that they are modified to TL 12 in the early era (Third Imperium 0-400), and TL 15 in the classic era (1105). Because TL C is the "gold standard" in Early (T4) era whereas TL F is the "gold standard" in the Classic (1105) era.


Quote:
Originally Posted by Vladika View Post
Also, being not overly familiar with T4, are these TOTAL credits or just credits available for military expenditures?
These values are not in Credits but rather Resource Units. So, the answer is not as simple as it seems.
The local value of resource units is modified dependant on the worlds’ tech level, resources available, infrastructure, and population (or labour base). It is also modified by the world’s starport type.

The answer to the second question is that they are in TOTAL Resource Units not Military RU.
Military budget is determined as part of the Government Budget.The base tax rate depends on the government type. Tax is determined based on Law Level and Culture. Then a discretionary tax is determined.
The government budget is then broken up into Military budget and Social Infrastructure budget.
Military RU should be somewhere between 0.01 and 0.2 (IMTU values) of the TOTAL RU depending on the relative threat perceived by the member world under scrutiny. Then the naval and army budgets can be determined. (These would be based on YTU assumptions.)

These questions (and the answers) are covered in some depth in Pocket Empires T4. If you don’t have T4 Pocket Empires and Imperial Squadrons, and you are interested in creating your own pocket empires, you should get them. They are very useful whether you are making empires in any of the eras.
(Note: RU = Resource Units)
Cheers,
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Old December 14th, 2013, 07:58 PM
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Quote:
Then there are the disability pensions for disabled fighters, and pension payments to cover retirees, along with compensation payments to surviving dependents of deceased fighters.
nah. make 'em all draftees.

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http://en.wikipedia.org/wiki/File:-_...angaroos_1.jpg
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Old December 17th, 2013, 11:51 AM
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Default Platoon Spreadsheet Analysis

So what do you get for the 6.3 MCr that you paid for your platoon?
I have run a quick spreadsheet looking at the weapons and armour from TL 9 to TL 13. I think that most of the Imperial army would be equipped in this range.
TL 13-15 would be the more likely range for the Imperial Marines. The Ultra Elites!
I have used the weapon values from TNE and created some using FF&S MkI.
Remember (as mentioned by timeover51), there is a multiplier of three to allow for support personnel and infrastructure.
Thus the 6.3 MCr investment actually buys 2.1 MCr worth of combat troops and equipment.

At TL9, a 42 troop Imperial platoon carries Assault rifles and Auto Pistols and is wearing AV 2 Combat Armour. Vehicle Crews have AV 1 CES. They are assigned 5 grav sleds but no grav tank or APC. Some of the Air/Rafts probably have light calibre auto guns. The total cost is 2.14 MCr. They are paid at Imperial wages. They have no tactical weapons so are Light Mobile Infantry. They are regulars with veteran leaders and a few green recruits. The breakdown is O2 = 1, O1 = 2, E6 = 1, E5 = 2, E4 = 10, E3 = 10, E2 = 8, E1 = 8 Total = 42

At TL 9 a 42 troop mercenary platoon equipped to the same level cost only 1.54 MCr They are regulars with veteran leaders and a few green recruits. The breakdown is O2 = 1, O1 = 2, E6 = 1, E5 = 2, E4 = 10, E3 = 10, E2 = 8, E1 = 8 Total = 42
So they are Light Mobile Reinforced Infantry because they can afford some tactical weapons up to the value of 0.55MCr such as Tac Missiles assigned at the Squad level.

At TL 10 a 38 troop Imperial platoon carries ACRs and Auto Pistols or SMGs and is wearing AV 2 Combat Armour. They are assigned 6 grav sleds but no grav tanks or APCs. Some of the Air/Rafts are assigned Gauss Guns (at least one in three). The others have 12-20mm machine guns hardpoint mounted. They also have grav bikes assigned as reconnaissance and forward observers. They are paid at Imperial Wages. Total cost is 2.21 MCr. They have no tactical weapons and are dependent on Cavalry units for heavy support. They are Light Infantry regulars with veteran leaders and half the unit are green recruits. The breakdown is O1 = 1, E6 = 1, E5 = 3, E4 = 6, E3 = 7, E2 = 10, E1 = 10 Total = 38

At TL 10 a 42 troops mercenary platoon carries ACRs and Auto Pistols or SMGs and is wearing AV 2 Combat Armour. For the first time, light battle dress AV 4 and man portable gauss guns appear on the battle field though in limited numbers (4). The vehicle crews have CES. They are assigned 6 grav sleds. Half the grav sleds are assigned Gauss guns and the other half are assigned Tac Missiles. They are paid at Merc wages. Total Cost is 2.1 MCr. They are Mobile Regular Infantry. The breakdown is O2=1, O1=1, E6=1, E5=3, E4=7, E3=7, E2=11, E1=11, Elite Leaders, regular NCOs with half green recuits.

Some Assumptions:
Imperial Wages (monthly)
O2, 3000
O1, 2500
E6, 1600
E5, 1400
E4, 1200
E3, 1000
E2, 900
E1, 800
Merc Wages (monthly)
O2, 1200
O1, 1000
E6, 600
E5, 550
E4, 500
E3, 450
E2, 400
E1, 300
Note: Mercs also have mission shares as per Book 4
Equipment Costs
Grav Tank, 2 MCr,
Grav APV 1 MCr,
Air/Raft 126,000 Cr,

CES kCr=1.5 AV 1,

Combat Armor
TL 9, kCr=8 AV 2,
TL 10, kCr=8 AV 2,
TL 11, kCr=8 AV 2,
TL 12, kCr=7 AV 3
TL 13, kCr=10, AV 4
Battle Dress
TL 10, kCr=115 AV =4
TL 12, kCr=150 AV =6
TL 14, kCr=220, AV= 8
Weapons
TL 9, Assault Rifle, Cr=500, Auto Pistol Cr=500
TL 10 ACR, Cr=1000, Auto Pistol Cr=500
TL 12, Gauss Rifle, Cr=1500, Gauss Pistol Cr=750

Stay tuned for more!
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Last edited by Duke Craig; December 17th, 2013 at 08:41 PM..
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Old December 17th, 2013, 01:01 PM
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Wow. How did you create AV4 combat armour at TL10 that is lightweight enough to still move around in?!

I'd like to see your design please as it could be handy.
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Old December 17th, 2013, 08:50 PM
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Quote:
Originally Posted by jec10 View Post
Wow. How did you create AV4 combat armour at TL10 that is lightweight enough to still move around in?!

I'd like to see your design please as it could be handy.
Opps, Thanks, jec, That should be AV 2, the Combat Armour was taken from TNE. (Previous post edited)
Combat Armor
TL=10, Vol=40, Wt=13.3, AV=2/1 (2), vs lasers 2/1 (2). Please see TNE for the meanings of these values.
Battle Dress
TL=10, Vol=100, Wt=419, AV=4, vs lasers 4.
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Old December 18th, 2013, 01:35 AM
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A good measure of how much you could spend is to first determine the GDP of the system / world in question. Military spending would be between 5 and 30% of that.
5% or less would be a world not particularly militarized or spending much on military forces. 10% would be about normal. Anything above that is militarized and heading towards 30% of the economy going into the military would be onerous on the local economy.

That would give you a good starting point on what you could afford to have as a standing military.
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