SeduceMePlz: That's the thing: You aren't managing a budget. Not really. You're paying hirelings on a set schedule to prevent banditry (which they don't seem to do very well) and to defend your stronghold (currently bugged, with hirelings becoming hostile after battles; also unnecessary since the player can return to defend the stronghold themselves), while tax income is produced essentially randomly. Budgeting would involve managing a mostly predictable stream of income efficiently and accounting for both predictable and random expenses.
I've found the single most effective strategy to be simply dismissing all hirelings and reloading a quicksave when a particularly big loss occurs after completing a quest. Because of that huge random element mentioned earlier, a simple redo often produces dramatically different results.
Trust me, I don't mind good budget management systems. I've played, enjoyed, and beaten games like Alpha Centauri, Galactic Civilizations II, etc. I'm hoping that we'll get a patch that significantly improves the stronghold after essential bugfixes are completed (broken/awful talents are a much higher priority imo).
I think you reload is exagerated. yes, as we previously noted, the amount earned seem to be essentially random as well the amount of the bandits steal, however always is near to the full cost of the hirelings.
Yet, the main benefit of the hirelings is when you are fighting the mini-battles or leaving them in automatic, you can ignore the hirelings if you do all the battles.
And, are you sure the payment day is based on game time? I was sure was based by turn.