                               Concept : People

 In Empire,  people  are  represented  by  civilian,  military,  uncompensated
worker,  and  the  dreaded  invisible guerrilla commodity "items".  All people
require food each update to stay alive,  and  all  people  are  vulnerable  to
plague.

Civilians comprise the educated workforce of a nation.  They provide  the  tax
base  and  the  pool  from which new military can be trained.  On a per-sector
basis, your civilians remain loyal to their nation even if captured  by  enemy
forces, although this loyalty decays with time.

As your nation's technology and education grows, your people will  expect  you
to  provide  them with some of the good things in life!  These good things are
represented by "happy strollers", produced in park sectors.  To keep your peo-
ple  happy,  the  national happiness level should be one point for every forty
points of technology, and one point  for  every  three  points  of  education.
Without  enough  happiness,  your civilians will become unhappy and eventually
turn into guerrillas.

In addition to happiness production, your civilian populace requires food.  If
you  don't  feed  your civilians, they will starve, some of them will die, and

                               Concept : People

the remainder will become unhappy.  The survivors will be less able  to  work,
because of weakness due to starvation.  The application of food will solve the
problem within a few updates.

When civilians become unhappy, they start working less -- the work  %  in  the
sector  drops.  Placing 1 military for every 10 civilians will bring the work-
ers enthusiasm back up to full, but they will still be  unhappy,  and  if  the
problem that caused them to become unhappy in the first place isn't corrected,
the civilians will start forming small guerrilla bands!

When you capture another nation's sector, his civilians will turn  into  "con-
quered  populace".   Conquered  populace can't be moved, and immediately after
being conquered, may form small partisan units that will attack your military,
damage  sector efficiency, and even try to recapture sectors that are lightly-
held.  If your enemy manages to recapture the sector, the  conquered  populace
are turned into civilians once again.

Note that partisans and guerrillas behave identically from the point  of  view
of the victim.

                               Concept : People

Military form the basis for defense on land, and provide crews for  ships  and
planes.   Military  are recruited and trained at enlistment sectors; they cost
money to train, and to keep around.  They spend most of their time patrolling,
so  they  contribute  little to the workforce of the sector they are in.  How-
ever, in order to capture a sector or a ship, you must eliminate  all  of  the
defending military occupying the sector or ship.

The ability of military to fight depends on the specific  military  effective-
ness rating of the troops involved.  Military effectiveness can vary depending
on the training and fatigue levels of  the  troops,  represented  by  the  _m_i_l
attribute  of  the  sector  or  ship  they are in.  A _m_i_l rating of 100 is the
highest rating possible.   Military  effectiveness  ratings  decrease  through
movement, combat, and by other military operations.

Military are also useful in stamping  out  guerrilla  and  partisan  activity.
Guerrillas  and military only engage when military patrols encounter guerrilla
forces through random chance.  Unlike most Empire activity,  guerrilla  combat
occurs  only at the update, by pitting military against guerrillas and report-
ing the outcome -- the body count.

                               Concept : People

Without opposition from the military, guerrilla bands will easily recruit more
followers,  and  eventually  grow  large enough to take over sectors!  Sectors
that are reported as having civil unrest  are  being  subjected  to  guerrilla
recruitment  drives,  and  require a military presence to keep the sector from
eventually "turning rebel".  Sectors with partisans in them give no such warn-
ing;  they will turn rebel as soon as all occupying military in the sector are
neutralized.

If guerrilla and/or partisan presence in a sector is great enough,  they  will
attempt  to  seize  the sector through combat!  Otherwise they will be content
with recruitment and sabotage.  If the military presence in a sector grows too
strong for them, they will attempt to leave for another sector.

Uncompensated workers represent the  uneducated,  unpatriotic,  and  generally
disenfranchised  members of society.  They do not care about sector takeovers,
will not form partisans groups, suffer worse in famines and plagues, and  con-
tribute  little  to  the  tax  base.   For a variety of reasons, they are also
exempt from military service.

Uncompensated  workers  do  not  count  towards  the  populace   totals   when

                               Concept : People

calculating education and happiness, as they are uneducated, and are generally
unhappy.   It is possible to convert conquered populace to uncompensated work-
ers, although it is never possible to convert uncompensated workers to civili-
ans.

If your civilian populace starts forming guerrilla bands because of starvation
or lack of happiness production, they will be able to recruit large numbers of
uncompensated workers to fight alongside them against your repressive regime.

See also : attack, assault, board, guerrilla, shoot, convert

