The population of a world will work in the industrial centers to produce production points, mine the resources of the world to produce resource points, and supplies the personel for army units and ship crews. I. Only population points with allegiance to the power controlling the world may be used to supply personnel for armies or ship crews. If there are not more population points of the required allegiance on the world than the required crew for the unit under construction, then that unit may not be constructed. (Example: A dreadnaught requires a crew of 2. A world with fewer than 3 population points of the required allegiance may not build a dreadnaught.) II. The workers available on a given world will depend upon which power controls the world. A. Each population point with allegiance to the power controling the world will provide one worker. B. One worker will be provided by every two population points (rounded down) with allegiance to any other power (these workers are in effect 'forced labor.' III. If the number of workers available is equal to or greater than the industry of the world, then the industry of that world will function at full capacity. If there are fewer workers, then only a number of industry points equal to the number of workers are usable. IV. The number of workers available for mining is equal to the number of workers minus the industry of the world. If the industry is greater than or equal to the number of workers availble on the world, then no workers are available for mining. V. Barren or hostile worlds require life support to maintain populations living on them. A. Life support costs are automatically subtracted from the treasury of the power controlling a hostile or barren world. No player orders are neccessary or permitted for life support. B. Life support on uncontrolled barren or hostile worlds is insufficient to properly maintain the populations of those worlds. Each turn, the populations of barren or hostile worlds will be reduced by 10 percent (the reduction will be not less than one population point per population group). VI. The populations of worlds will increase due to the procreation of the inhabitants in many cases. A. There will be no increase in the populations of hostile or barren worlds. B. The populations of fecund worlds will grow at a rate of approximately one percent per turn. 1. The growth of each individual population group is figured seperately. 2. For each population group with a population of 100 or more, one percent of the current population is added per turn as growth. 3. For each population group with a population of less than 100, that population must wait a certain number of turns before one is added to the population of that group. The smaller the number of population points in the group, the longer that group must wait before gaining one point. C. A population may not grow if the total population on that world is equal to or greater than the total population capacity of the world. 1. The population of the same allegiance as the power controling the world will have first opportunity to grow if eligible. 2. Other populations on the world will be given the opportunity to grow in descending order of number of population points. 3. Population points are never removed because a world exceeds its population capacity; this simply inhibits the populations on that world from further growth. VII. In some cases population points may be assimilated by the power controlling a world. A. A power may never assimilate foreign populations unless it has spent at least enough treasury points to make the population content. 1. A world with an assimilation tech of 0 or 1 has no regular assimilation. 2. A world with an assimilation tech of 2 or 3 normally assimilates 1 point per turn. 3. A world with an assimilation tech of 4 normally assimilates 2 points per turn. 4. If a power spends enough on public works to make the population very happy, then the base assimilation rate of each of its controlled worlds is increased by one (i.e. a world with an assimilation tech of 0 will assimilate one point). B. Assimilated population points are 'converted' to population points of the controlling power. 1. Each individual population group is considered separately for assimilation. If a world contains 5 populations different from the power controlling the world, and one assimilation point is to be conducted, then one assimilation from each of the population groups on the world takes place. 2. An assimilation may be of one, two or three points. a. For each assimilation point, a percentage of population will be assimilated. This percentage is applied to the smaller of the total number of citizens of the controlling power on the world or the number of civilians in the population to be assimilated. EXAMPLE: If a two point assimilation is to be conducted, and a world contains 400 citizens and 800 helots, then 8 helots would be assimilated (2% of 400). b. Notwithstanding percentages, an assimilation will always be at least a number of population points equaling the assimilation points, up to the number of population points in the group being assimilated. C. Villainous powers may never assimilate population points on the worlds they control, regardless of assimilation technology or public works expendatures. D. If a world contains a trading post, then population points of the same 'nationality' as the trading post may not be assimilated. VIII. Trade: A. The trade phase of the turn: The trade phase of the turn will take place after all combat is resolved. 1. First, control of the trading post on each word is checked (there can never be more than one trading post on any one world). i. If the trading post belongs to the same power as the power controlling the world, then it is eliminated. ii. If the power controlling the trading post has no civilians on that world, then the trading post changes control to the power having the most civilians on the world other than the power controlling the world or helots. If there are no civilians on the world other than those belonging to the power controlling the world or helots, then the trading post is eliminated. 2. Next, the effects of trade are calculated. i. If the world containing the trading post has an industry of less than five, or a civilian population of less than 10, there are no treasury points gained through trade. ii. If the world containing the trading post has an industry of at least five and at least 10 population points, then the power controlling the world and the power controlling the trading post each gain 1/2 treasury point. a. If the two powers are allied, then the trade is doubled. b. If the world has at least 1000 civilian population points, then the trade is doubled. c. If the two powers are allied and the world has at least 1000 civilian population points, then the trade is quadroupled. iii. All gains from trade are calculated, then rounded down to the nearest point. The resulting trade is added to the treasuries of the profitting powers. iv. If a world with a trading post is controlled by an autonomous power, and the autonomous power is not already allied with the power controlling the trading post, then there is a chance that trade will have a beneficial effect on that autonomous power's diplomatic posture. a. A 'first contact worshipers' autonomous power will never have its diplomatic posture changed by trade. b. An autonomous power who's diplomatic posture is 'extreme xenophobes (power)' has a one in six chance each turn of improving to 'hostile to (power)' as a result of trade. c. An autonomous power who's diplomatic posture is 'hostile to (trading power)' has a one in six chance each turn of improving to 'indifferent' as a result of trade. d. An autonomous power who's diplomatic posture is 'hostile to (power other than trading power)' has a one in 36 chance each turn of improving to 'friendly to (trading power)' as a result of trade. e. An autonomous power who's diplomatic posture is 'indifferent' has a one in 36 chance each turn of improving to 'friendly to (trading power)' as a result of trade. f. An autonomous power who's diplomatic posture is 'freindly to (power other than trading power)' has a one in 36 chance each turn of improving to 'friendly to (trading power)' as a result of trade. g. Effects on diplomatic posture due to trade are in addition to and separate from changes dictated by other rules sections. 3. Last, each power is awarded one victory point for each controlled trading post. B. Unloading trading missions: 1. If the world where the trading mission is unloaded is controlled by the same power as the mission, or if the world is uninhabited, then the only effect is to land one civilian point of the trading mission's power. 2. If the world where the trading mission is unloaded is controlled by another power and is populated by civilians, then one civilian of the unloading power is added to the world and a trading post belonging to the unloading power is established. 3. If the world where the trading mission is unloaded is controlled by uncontacted aliens, then the trading post is established, one civilian is added, and the first contact effect tables are modified. If the aliens are extreme xenophobes, then the trading post is automatically destroyed. 4. If the world where the trading mission is unloaded already has a trading post, then there is a one in three chance of the trading post changing to the nationality of the power unloading the mission. One civilian is unloaded regardless of whether the trading post changes allegiance. IX. Luxury goods: A. Unloading luxury goods on a world which has a civilian population of less than 10 never has any effect. B. If luxury goods are unloaded on a world which world has a population of 10 or more, then; 1. If the world where the luxury goods are unloaded belongs to the power controlling the ship unloading the goods, then the only effect is that the power gains one reputation point. 2. If the world is controlled by a different power, then each power gains one victory point and the power unloading the luxury goods gains one reputation point. i. If the power unloading the luxury goods has at least one civilian population point on the world, then there is a one in three chance that any trading post on that world will be converted to the nationality of the power unloading the luxury goods. X. Since helots are assumed to have no independant political future in game terms, population points of helots do not take up as many game resources as civilians belonging to a regular power. Therefore, the civilian population points of small 'dead end' powers may sometimes be converted to helots. The fact that a power is eligible to have its population points converted to helots does not mean that the conversion will always take place, but the civilians of powers which are not eligible for conversion will NEVER be converted. A. Civilians of the following powers are NEVER eligible to be converted: 1. Any player controlled power. 2. Any power which controls one or more worlds. 3. Any power which controls one or more armies or ships. B. If a large enough number of powers are active, then the smallest and least important powers may have their civilians converted to helots. (Since players are not entitled to know the number of powers active at any time, they are also not informed of the number of powers needed to trigger the conversion to helots). C. If a world has civilian population points belonging to six different powers, then some of these civilians may be converted to helots. 1. The population with the smallest number of points is checked first. If these civilians are eligible, represent less than 10% of the total population of the world, and represent more than 50% of the total population of this power's allegiance, then this population is converted to helots. 2. If there are still six different populations, then the next largest population is checked until all populations have been checked or there are five or fewer populations on the world. 3. Helots are considered a seperate type of population for this rule (i.e. A world with populations of five regular powers and a population of helots may have some of the regular power civilians converted to helots.)