                              Concept : Populace

 Unlike the other sector variables in Empire, the population cannot be traded,
or  sold.   The  civilian populace is the only provider of income to an Empire
nation.  Also, only friendly civilians can be enlisted into the army and navy.

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.

                              Concept : Populace

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

