                              Concept : Populace

NAME
   Citizens - Work, starvation, and general management of your citizens

Level: Basic

Taxation of the civilian populace is one of the main providers of income to an
Empire  nation  (gold bars in banks, trade ships, and taxes from uws being the
only other sources of income in the game).  Also, only friendly civilians  can
be enlisted into the army, navy and air force.

The  willingness  of the civilian population to work is initially 100% -- that
is, all of the people are working. In the event that  the  sector  starves  or
falls  victim  to  revolutionary  subversion,  the work of the sector will de-
crease. This will be shown by the work % decreasing. During  the  update,  the
work % is influenced by the loyalty of the sector.

If  people  starve in a sector, the amount of work they do drops to 0 (because
they are too weak to work).

The loyalty of a sector is a hidden value, which represents how loyal the cit-
izens in the sector are to your country. Initially the disloyalty is set to 0.
When a sector is captured the disloyalty is set to 50. Besides from  influenc-
ing the work % of a sector, the loyalty influences the chances on revolts, che
in  general  and whether civilians will report to your army when enlisting re-
serves. Loyalty changes during the update by happiness or lack  thereof.  When
retaking  a sector you are the old owner of, the disloyalty in the sector will
be 0 again. If the people in the sector had to fight for it  themselves  in  a
revolt,  some  disloyalty  will remain. If the occupation force of a sector is
too small, or if the sector starves, disloyalty will increase.

If a sector is a conquered sector, the old owner will be shown in  the  appro-
priate column on the census report.  Friendly sectors allow enlistment of mil-
itary,  as  well  as the ability to move the civilians freely about.  Occupied
civilians will not move, and friendly civilians cannot  enter  these  sectors.
In addition, occupied civilians will not serve in the armed forces.

If  the thought of not being able to move conquered populace bothers you, then
you have the option of converting these conquered  people  into  uncompensated
workers,  involving the expenditure of BTUs and money (for the paperwork).  If
all the conquered people in one sector are converted to uw's, then the  sector
is then marked as yours.

If  the people in a sector are unhappy (due to starvation, subversion, or lack
of happiness) they can go on strike and cease working.  You can get them  back
to  work  by  heavy-handed  military control (placing one military for each 20
striking civilians).

Finally, your populace requires happiness to keep their  enthusiasm  for  work
going.  As technology and education increase, your work force expects to share
in  the increased levels by getting more consumer items (VCRs, BMWs, etc) rep-
resented by happy strollers.  If you don't have at least one  happiness  point
per  two  units  of  education, and a point for each forty units of tech, your
people will not be happy.

SEE ALSO
   attack, Happiness, Populace, Occupation

