After doing some testing on the POWER GRAPH, here's what I've come up with (for those of you interested).
1. The powergraph looks the SAME for everyone throughout the turn. That is, it doesn't change as it moves from player to player in the same turn.
2. The powergraph line for each player is made up of:
a) The total production actually produced and still functioning. For example, a Warrior takes 135 production points to produce. You wont get any PowerGraph credit for this, until "construction complete" on the Warrior, then you'll get full credit (135 power graph points). The same holds true for city Improvements and Wonders. E.g. when a Granary is completed, you'll get full credit for the Granary (540 points). This does not seem to hold true for Advances or Tile Improvements though (i.e. no powergraph credit for Advances or Tile Improvements).
b) You get about 100 points for each city (regardless of population size) that is at full production of "building" (not public works). In other words, for example, rioting cities give you no points, and if your public works (pw) setting is at 100% you get no points for your cities; (pw at 50% gives you 50 points per city; pw 40% = 60 points per city, etc.)
3. There is exactly a 2 turn lag on the power graph. That is, if it is turn 5, the power graph reflects the above "in-field production" as of the end of turn 3.
4. A rather misleading aspect of the powergraph is the low rating you get for cities (potential power). For example, when you build a City with a Settler, your power rating points go from 540 (production cost of a Settler) to about 100. So the Power Graph leaves off the "potential" power creation capability of the cities and tile improvements. I guess this eventually evens out when the cities actually begin producing units and improvements, though.
So much for my power graph "test" and analysis. Comments welcome.
[This message has been edited by quinns (edited December 01, 2000).]
1. The powergraph looks the SAME for everyone throughout the turn. That is, it doesn't change as it moves from player to player in the same turn.
2. The powergraph line for each player is made up of:
a) The total production actually produced and still functioning. For example, a Warrior takes 135 production points to produce. You wont get any PowerGraph credit for this, until "construction complete" on the Warrior, then you'll get full credit (135 power graph points). The same holds true for city Improvements and Wonders. E.g. when a Granary is completed, you'll get full credit for the Granary (540 points). This does not seem to hold true for Advances or Tile Improvements though (i.e. no powergraph credit for Advances or Tile Improvements).
b) You get about 100 points for each city (regardless of population size) that is at full production of "building" (not public works). In other words, for example, rioting cities give you no points, and if your public works (pw) setting is at 100% you get no points for your cities; (pw at 50% gives you 50 points per city; pw 40% = 60 points per city, etc.)
3. There is exactly a 2 turn lag on the power graph. That is, if it is turn 5, the power graph reflects the above "in-field production" as of the end of turn 3.
4. A rather misleading aspect of the powergraph is the low rating you get for cities (potential power). For example, when you build a City with a Settler, your power rating points go from 540 (production cost of a Settler) to about 100. So the Power Graph leaves off the "potential" power creation capability of the cities and tile improvements. I guess this eventually evens out when the cities actually begin producing units and improvements, though.
So much for my power graph "test" and analysis. Comments welcome.
[This message has been edited by quinns (edited December 01, 2000).]
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