This was forgotten in commit6b434ee3
, v4.3.0. (cherry picked from commit860369ec7e
)
68 lines
3 KiB
Perl
68 lines
3 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 willingness of the civilian population to work is initially 100%
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-- that is, all of the people are working. In the event that the
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sector starves or falls victim to revolutionary subversion, the work
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of the sector will decrease. This will be shown by the work %
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decreasing. During the update, the work % is influenced by the loyalty
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of the sector.
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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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The loyalty of a sector is a hidden value, which represents how loyal
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the citizens in the sector are to your country. Initially the
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disloyalty is set to 0. When a sector is captured the disloyalty is
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set to 50. Besides from influencing the work % of a sector, the
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loyalty influences the chances on revolts, che in general and whether
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civilians will report to your army when enlisting reserves. Loyalty
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changes during the update by happiness or lack thereof. When retaking
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a sector you are the old owner of, the disloyalty in the sector will
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be 0 again. If the people in the sector had to fight for it themselves
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in a revolt, some disloyalty will remain. If the occupation force of a
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sector is too small, or if the sector starves, disloyalty will
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increase.
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.s1
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If a sector is a conquered sector,
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the old owner 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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