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Demographics screen summary

Discussion in 'Team Kazakhstan' started by Kaleb, Dec 22, 2008.

  1. Kaleb

    Kaleb Deity

    Joined:
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    I think we'll be using this quite a bit and the strategy article isn't up-to-date and has lots of stuff in we don't need, so here is a compressed referance for us:

    1. Graphs
    There are 6 graphs that are displayed.
    Game Score –The accumulated score on each turn
    GNP- The GNP produced on each turn (this takes in account all the improvements)
    Mfg. Goods- The Mfg. Goods produced on each turn
    Crop Yield- The Crop Yield produced on each turn
    Power- The amount of Soldiers on each turn
    Culture- The total culture of all your cities on each turn
    Espionage- The total amount of Espionage Points produced.

    2. Demographics Screen

    GNP
    The GNP includes the beakers, culture and espionage points produced in each turn. All these are calculated with the effects of improvements taken into account.

    Therefore the GNP calculation is: Total :gold: + total :culture: + total :espionage: + (total :science:* research bonus) – expenses

    The research bonus is what you get from knowing the prerequisite and other nations you have met who know the tech you are researching, so your GNP can increase by your neighbour discovering the tech you’re currently researching. If you look at the F2 screen it gives you the totals in the left hand column and the expenses in the right column, however the research figure doesn’t take into account the research bonus.

    Mfg. Goods
    The Manufactured Goods is the total of the production you produce on each turn. The raw production is the total hammers you get from each worked tile and specialists, however unlike commerce this does include the effects from city improvements like forges and factories etc. The hammer column on the F1 screen reflects this number.

    Crop Yield
    Crop Yield is the total amount of food you produce each turn from your worked tiles.

    Soldiers
    Factor 1 - Population points. For every two population points from all your cities you get 1000 soldiers. So;
    1pop = 0 soldiers
    2pop= 1000
    3pop= 1000
    4pop= 2000
    5pop= 2000
    6pop= 3000 and so on

    Factor 2 - Technologies
    2000 – Sailing, Hunting, Mining, Animal Husbandry
    4000 - Wheel, Alphabet, Astronomy, Metal Casting, Compass, Construction, Steel, Radio, Satellites
    5000 - Composites, Stealth
    6000 - Mathematics, Chemistry, Combustion, Archery
    8000 - Guilds, Fission, Flight, Bronze Working, Machinery, Assembly Line
    10000 - Horseback Riding, Iron Working, Artillery, Industrialism, Rocketry, Advanced Flight, Laser
    12000 - Gunpowder, Rifling, Military Science

    Factor 3 - City Improvement/Wonders
    2000 - Walls, Dry Dock, Forge, Factory, Stable, Industrial Park, Levee, Dike
    3000 - Barracks, Citadel
    4000 - Mt. Rushmore, Red Cross, Iron works, Statue of Zeus
    6000 - Military Acadamy
    8000 - Heroic Epic, Chichen Itza, Scotland Yard, West Point
    10000 - Great Wall, Cristor Redentor, Moai Statues

    Factor 4 - Units
    2000 - explorer, warrior, galley
    3000 - archer, trireme, caravel, carrack
    4000 - spearman, holkan, chariot, immortal, galleon, airship
    5000 - catapult
    6000 - swordsman, axeman, pikeman, longbow, horse archer, east indiaman, privateer, guided missle
    7000 - crossbow
    8000 - war elephant, trebuchet, frigate
    9000 - maceman, musketman
    10000 - knight, ship of the line
    12000 - grenadier, cuirassier, cannon, ironclad, fighter
    14000 - rifleman, redcoat, anti-tank infantry, machine gun, missile cruiser
    15000 - cavalry
    16000 - transport, carrier, bomber
    18000 - SAM infantry, artillery
    20000 - infantry, stealth bomber
    22000 - mobile SAM
    24000 - jet fighter
    26000 - gunship, mobile artillery
    28000 - marine, submarine
    30000 - paratrooper, tank, destroyer, stealth destroyer, attack submarine, tactical nuke
    32000 - mech infantry
    40000 - modern armor, battleship, ICBM

    Land Area - The total number of land squares within your borders * 1000. Coast and Ocean tiles are not counted.

    Population - The population of all your cities. You can see in the city screen when you run the mouse cursor over the city name. For example a city with 1 pop point = 1000 people, with 2 pop points = 6000, 3 pop points = 21000. All these population scores are added up to give you the result.

    Approval Rate - Is the percentage of happy faces your cities generate divided by the total number of happy and unhappy faces produced. The formula is happy / happy + unhappy. At the beginning of the game when there are no happy or unhappy faces the game defaults to a rating is 50%. You can see the total of unhappy and happy faces for each city in the f1 screen.

    Life Expectancy - Works on the same principle as the approval rate except it deals with health and sickness. The formula is health / health + sickness. At the beginning of the game the default is 30 years. You can see the total for health and sickness of each city in the F1 screen.

    Imports/Exports - The amount of commerce you get from trade routes to your cities is the Imports, the total amount of commerce other nations cities get from your cities is the Exports. In effect its counter intuitive, since you would expect that the money you get from other cities is from your Exports and the money other cities get is from your Imports, however it works the other way around, again this does seem strange but as I said before I’m not here to argue about it. Trade routes between cities in your nation are not counted. The Imports/Export are ranked by formula using the imports divided by the exports to get a ratio. If either or both are zero then it is treated as 1. That’s why you see a nation with a Imp/Exp ratio of 12/2 ranked better than a nation with a ratio of 155/35, because the ratio of Imports to Exports is higher (6 compared to 4.4). Personally I’d take the second one any day of the week because I would be getting a lot more money out of it.
     
  2. CommandoBob

    CommandoBob AbstractArt

    Joined:
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    Okay, but how does it work? :confused:

    Could you 'interpert' such a screen from the previous [civ4] MTDG? Early or late turn should not matter.

    This looks like a good tool, but I don't know how to use it. The Soldier stuff, with all the various points, looks very confusing.
     
  3. Kaleb

    Kaleb Deity

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    For reference:
    Pop1=1000
    Pop2=6000
    Pop3=21000
    Pop4=48000
    Pop5=90000
    Pop6=?
     
  4. Kaleb

    Kaleb Deity

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    For additional reference:

    Tech Costs

    Fishing = 59
    The Wheel = 89
    Agriculture = 89
    Hunting = 59
    Mysticism = 74
    Mining = 74
    Sailing = 149
    Pottery = 119
    Animal Husbandry = 149
    Archery = 89
    Meditation = 119
    Polytheism = (forgot to get this, will add later)
    Masonry = 119
    Bronze Working = 179
    Iron Working = 299
    Writing = 179
    Priesthood = 89
    Monotheism = 179
    Maths = 373

    Alphabet = 448
    Monarchy = 448
    Metal Casting = 672
    Code of Laws = 522
    Feudalism = 1046
     
  5. Kaleb

    Kaleb Deity

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    bump (coz I don't want this to disappear)
     
  6. Kaleb

    Kaleb Deity

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    bump :bump:
     
  7. Kaleb

    Kaleb Deity

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