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
decrease. 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
reserves. 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, 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