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 + total + total + (total * 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.