56 lines
2.2 KiB
Perl
56 lines
2.2 KiB
Perl
.TH Concept Populace
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.NA Citizens "Work, starvation, and general management of your citizens"
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.LV Basic
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.s1
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Taxation of the civilian populace is one of the main providers of income
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to an Empire nation (gold bars in banks, trade ships, and taxes from
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uws being the only other sources of income in the game).
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Also, only friendly civilians can be enlisted into the army, navy and
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air force.
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.s1
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The loyalty of a given sector,
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also known as the willingness of the civilian population to work,
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is initially 100% -- that is, all of the people are working.
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In the event that the sector is captured, starves,
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or falls victim to revolutionary subversion,
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the work of the sector will decrease.
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This will be shown by the work % decreasing.
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.s1
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If people starve in a sector, the amount of work they do drops to 0
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(because they are too weak to work).
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.s1
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If a sector is a conquered sector,
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a star \*Q*\*U will be shown in the appropriate column
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on the census report.
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Friendly sectors allow enlistment of military,
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as well as the ability to move the civilians freely about.
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Occupied civilians will not move,
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and friendly civilians cannot enter these sectors.
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In addition, occupied civilians will not serve in the armed forces.
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.s1
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If the thought of not being able
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to move conquered populace bothers you,
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then you have the option of converting these conquered people
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into uncompensated workers,
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involving the expenditure of BTU's and money
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(for the paperwork).
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If all the conquered people in one sector are converted to uw's,
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then the sector is then marked as yours.
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.s1
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If the people in a sector are unhappy
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(due to starvation, subversion, or lack of happiness)
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they can go on strike and cease working.
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You can get them back to work by heavy-handed military control
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(placing one military for each 20 striking civilians).
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.s1
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Finally, your populace requires happiness to keep their enthusiasm
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for work going. As technology and education increase,
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your work force expects to share in the increased levels
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by getting more consumer items (VCR's, BMW's, etc)
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represented by happy strollers.
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If you don't have at least one happiness point
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per two units of education,
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and a point for each forty units of tech,
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your people will not be happy.
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.s1
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.SA "attack, Happiness, Populace, Occupation"
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