                              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 loyalty of a given sector, also known as the willingness of  the  civilian
population  to work, is initially 100% -- that is, all of the people are work-
ing.  In the event that the sector is captured, starves, or  falls  victim  to
revolutionary  subversion, the work of the sector will decrease.  This will be
shown by the work % decreasing.

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

If a sector is a conquered sector, a star "*" will be shown in the appropriate
column on the census report.  Friendly sectors allow enlistment  of  military,
as well as the ability to move the civilians freely about.  Occupied civilians
will not move, and friendly civilians cannot enter these  sectors.   In  addi-
tion, 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 BTU's 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  (VCR's,  BMW's,  etc)
represented  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

