I was thinking of a status bar of some kind, like food, production, culture, Revolution etc. and thinking of how many that don't play with the revolution mod on, it could be placed there. Other places it could be placed was below the production progress bar or the building list could be changed to like the trade route list, where you can switch between different views.
If the solution with just the status bar is chosen, we make the break down as a mouse over feature, just like the production bar. When I say we I mean "someone", because I have no clue on how to do it

But I'll try to produce a sketch of my idea so you better can see what I mean.
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A brief picture would be very helpful.
I didn't mean to distribute the power shortage to all the cities, only to the ones that are already suffering a "local" deficit, because with a national deficit they now can't cover it and will suffer blackouts. The cities with powerful PP and a large power surplus should not be effected by the power shortages, and therefore I didn't think they should be effected. And I feel its better, game wise, to "punish" the cities who haven't build adequate PP, than the ones how have.
How do you determine which cities don't have sufficient power? Take this scenario for instance:
City 1: Produces 1000MW, Consumes 730MW
City 2 Produces 0MW, Consumes 1200MW
City 3 Produces 570MW, Consumes 700MW
City 4 Produces 2500MW, Consumes 1750MW
CIty 5 Produces 700MW, Consumes 700MW
For a net production of 4770MW, and a net consumption of 5080MW. How does the missing 310MW get taken from? I think you would say City 2 and City 3. But at what ratio? City 3 makes most of its power. City 2 makes none.
How about the Electric Company as a Corporation? It could provide a large amount of power and perhaps some sort of bonus based on the amount of power produced in the city. That way you can spread electric power quick through you lands, especially if you run the Corp. Civic. And the you can spread it to cities with a low amount of hammers, at the expense of gold.
A few Electrical corps would add some nice flavor, so I'm all for this.
We could try for a different type of resource... instead of one that can be used by every city off of 1 item of that resource we could have a number pertaining to a building like +100MW (new XML tag +for giving watts -for using watts) this new 'resource' will be intra-city, after all the building calculations for that city is done, it will have a static watt surplus (meaning it is not stored but a consistant number based off of how many + and - watt buildings there are) after, you can use a Power Grid screen to redirect power between cities (must be connected by wires) at a cost for distance. Also, the total surplus not used for your country could be traded for other things. (Living in the US, trading electricity to other countries is a very weird concept for me). The weight for power usage may also be adjustable in the Power Grid screen (controlled amount allotted to certain buildings or cities in general, if you wanted to redirect an automatic sum of power toward a specific building or wonder from nearby cities)
That's pretty much what I had in mind. I was going to add a "MWGenerated" and MWConsumed" tags to a bunch of the XML files.
Since such a project would be headed into C++ land anyways, shouldn't tile improvements also have an impact on power. Windtraps and the like produce power and Cottage Improvements and Workshops (or Modular Industry) get bonuses with power.
The only thing is that if your country is dependent on a lot of power from improvements, you are even more susceptible to wars that involve lots of pillaging. I don't know if you want this or not.
Also, power should affect happiness and health with buildings, or be a requirement to be built. Example: Pharmacy and Shopping District gives happiness with power (Convenience of 24-hour economy), Public Transportation and Personal Transit gives increased health by having power (powered by electricity rather than combustion), and Movie Theater and Computer Network requires power (obvious).
Indeed. I was planning on adding PowerHealthChanges and PowerHappinessChanges to the XML.