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quinns
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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).]
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Rick Elkins
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New York City USA
Feb 2000 time: 00:12
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The power graph seems poorly designed to me. You posted that it doesn't take into account tile improvements and Wonders, which seems silly, as they both can make a civilization more pwerful
What's more, tile improvements represent production that was intentionly diverted for strategic reasons. That production potential could easily have been used to build a bank, for example. But if instead its being used to build a mine, it will still increase the production of gold, like a bank (a scorable asset), but would also increase production capability, like another scorable asset, such as a mill. This should be seen as a plus for the city that builds it, and therefore should up the score.
You've already mentioned the odd way that settlers and new cities are scored, and I agree. It also seems ill-advised not to count scientific advances toward the total score. And there would seem to be no good reason why the overall score couldn't be updated each turn, rather than lagging.
Perhaps the designers of the game didn't try very hard to create an accurate scoring mechanism, as they didn't anticipate the desires of an active PBEM community?
[This message has been edited by Rick Elkins (edited November 27, 2000).]
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quinns
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I agree Rick. But it's all we have to work with until they come out with something better. There is no other way (that I know of) to score all players in our "rated" game system. I guess we will just have to work around it.
It isn't too bad really if you look at it as, "THE BOTTOM LINE OF POWER IS PRODUCTION CREATED". The rest of the assets (gold, advances, happiness, etc.) go towards building better PRODUCTION.
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Stavros
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Germany
Jun 2000 time: 05:12
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There's a table in the Powergraph page (the last tab option I think) that details exactly where and why you gain and loose points. Things like winning and losing battles is also a factor. Scientific advances, population, years at war or peace are all included, but they don't specify a weighting.. Check it out, as it gives some insights..
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quinns
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Stavros is referring to the Civ Score tab under the Rankings screen (I believe). While there are some similarities between the Power Graph and Civ Score, they are not tracking the same thing. You can test it yourself, for example, and see that after you develop an Advance, your power graph rating doesn't change a bit. Same with tile improvements.
There has been some confusion with this in some other threads. POWER and CIVILIZATION are two different things. POWER is the ability of a nation to change or resist change, where as CIVILIZATION is a much "richer" concept. I think this is what the game developers had in mind with this.
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Stavros
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Germany
Jun 2000 time: 05:12
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Thanks Quinns... I didn't see know they were unrelated.... good to know.... It might have been nice to have the same sort of breakdown for the powergrh though....
So is the Powergraph a better indicator, or the Civ Score!!??
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quinns
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Thanks to everyone, for your comments! 
I think the Civ Score is probably a better indicator of the "spirit" of the game -- that is, CIVILIZATION. But the Power Graph is much easier to monitor than the Civ Score, (especially for player rating determination)... and this IS the "Call to POWER" version of the game. Unfortunately, the Power Graph doesn't penalize players for uncivil behavior, where the Civ Score does, (I think). Someone can nuke the rest of the world and their power graph line (compared to the rest of the players) would skyrocket -- not very much in the spirit of Civilization. (Once nuclear winter sets in, however, everyone's power graph line would go to just about zero.)
If we use the Civ Score for rating players, we would have to collect screen shots of each player's Civ Score screen every ten turns -- (sounds very cumbersome). I wish there was a breakdown of the Power Graph, also, but I think my above description covers just about everything that goes into the Power Graph line calculation.
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quinns
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Revised -- Cities give 100 points each regardless of population size, (in addition to any buildings located in the city). See above lead post for further description.
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