Budget cuts and BudgetModifier

Rule the Waves III is a simulation of naval ship design and construction, fleet management and naval warfare from 1890 to 1970. and will place you in the role of 'Grand Admiral' of a navy from the time when steam and iron dominated warship design up to the missile age.
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Stego
Posts: 36
Joined: Thu Apr 16, 2020 2:18 pm

Budget cuts and BudgetModifier

Post by Stego »

The BudgetModifier is one of the parameters that determines the available budget. It is modified by several events, a very common and well known one is "With tensions low ...".

I'm playing a game with USA and after suffering several events of this type I looked at the RTWGame1.bcs file and found that the value for USA was 9, while Germany had 20 and Great Britain 21. This is not an exceptional situation, I have seen it on other occasions.

I suspect that this is not a product of chance but a way to give the AI an advantage. However, it seems excessive to me, they have gone too far.

Given that it takes years to build ships, such large cuts are not going to leave time to react when tension levels rise again. Wars are largely fought with the fleet already built when conflict breaks out.

Is there any way to modify this type of event?
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MaximKI
Posts: 1967
Joined: Thu Oct 20, 2022 12:29 pm

Re: Budget cuts and BudgetModifier

Post by MaximKI »

This is not an intentional way to give the AI an advantage.

There is no way to modify the event, though you can modify the game file to raise the budget modifier.
patronius
Posts: 22
Joined: Sat Apr 23, 2022 1:31 am

Re: Budget cuts and BudgetModifier

Post by patronius »

Budget cuts are an arbitrary pain in the rear. I refuse to believe they're not an attempt at making things easier for the AI, especially the 'tensions are low' stupidity, which always seems to pop up as you begin to build replacements for obsolete capital ships.
EvanJones
Posts: 125
Joined: Sat Jan 06, 2024 2:08 am

Re: Budget cuts and BudgetModifier

Post by EvanJones »

Eh, it happens to the AI, as well. After a war, expect at least three budget cuts, as well as a downward modifier to tensions.

The way to avoid problems is always keep a large amount of $$$ in your kick, and always have enough to sustain a year of of fighting when going to war. And if you deplete it, replenish it ASAP. This approach saves a WORLD of hurt. Like shock absorbers on a car.

Hardly anyone does this, but it is a vital key to victory. Think of it as Keynesian economics -- working as Keynes intended.

Also consider that the player tends to strain his resources by pumping his budget too high in the first place. Not only does that press internal unrest, but it also makes budget cut events more likely.
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