Harkonnen
I used RadLinker to force 1.0 pixel shaders and thats what I got:
Radeon 9600Pro 256MB, 5.11 drivers, 1280*960 windowed
Huge map with epic speed 1951ac (so almost no trees left on the map but lots of cities)
1.0 pixel shaders:
Low resolution trees/terrain, no effects (fire on cities...)
Max zoom in: ~13fps, 209kk bytes saved by your patch (#640 version)
edited: ~21fps, 209kk on a second test, seems the window didn't have focus on the first one ^^U
Max zoom out: ~13fps, 209kk bytes saved
edited: ~14fps, 227kk on a second test, mem used: 488MB
Globe view: ~3fps (round world)
2.0 pixel shaders:
High resolution trees/terrain, special effects
Max zoom in: ~20fps, 211kk bytes saved
edited: ~20fps, 211kk on a second test
Max zoom out: ~13fps, 231kk bytes saved
edited: ~13fps, 232kk on a second test, mem used: 488MB
Globe view: ~3fps (round world)
Small map 3500bc (some trees, a few cities)
1.0 pixel shaders:
Low resolution trees/terrain, no effects (fire on cities...)
Max zoom in: 38fps, 24kk bytes saved
Max zoom out: 31fps, 24kk bytes saved, mem used: 139MB
Globe view: 28fps (flat world)
2.0 pixel shaders:
High resolution trees/terrain, special effects
Max zoom in: 33fps, 24kk bytes saved
Max zoom out: 23fps, 24kk bytes saved, mem used: 139MB
Globe view: 28fps (flat world)
So it seems that using 1.0 pixel shaders helps on the first stages of the game (when there are a lot of trees).
Also it seems that the globe view is not afected by the pixel shader version, but the number of cities or the view being flat/rounded.
edited: I used 2.0 vertex shaders on the tests, using 1.1 vertex shaders didn't seem to affect performance, with 1.0 vertex shaders civ4 complains and sets itself to all-low-quality.