Posts Tagged ‘demographics’

How to read the Power Graph in Demographics

November 27, 2009 Leave a comment

Power Graph

The following text is about the power graph, which is incorporated into the Demograpics screen, which can be opened ingame by pushing “F9” or the icon in top right corner belonging to it (2nd from the right). When interpreted correctly, the power graph provides a lot of information based on which decisions can be made, both short and long term. The power graph can help in deciding when an attack might be promising and when focusing on defense might be the way to go.


For every two population points a player gets 1000 soldier points for the power graph.

1pop = 0 soldiers
2pop= 1000
3pop= 1000
4pop= 2000
5pop= 2000
6pop= 3000

4 cities with average 5 population equals 10000 points in soldiers. The value here in comparison with the value from the amount of units one on average has with rising population is negligible.


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

Overall the values here are not too significant, most of the time opposing parties should have a pretty similar value here anyway.

City Improvements / Wonders

1000 soldiers- Trading Post, Shale Plant, Totem Pole
2000 soldiers- Walls, Dry Dock, Forge, Factory, Stable, Mint, Assembly Plant, Industrial Park, Levee, Dike
3000 soldiers- Dun, Barracks, Ikhanda, Citadel
4000 soldiers- Mt. Rushmore, Red Cross, Iron works, Ger, Statue of Zeus
6000 soldiers- Military Acadamy
8000 soldiers- Heroic Epic, Chichen Itza, Scotland Yard, West Point
10000 soldiers- Great Wall, Cristo Redentor, Moai Statues


0000 soldiers – Scouts, Workers, Missionaries, Spies
1000 soldiers – Warrior, Quechua
2000 soldiers – Spearman, Archer, Chariot, Galley, Airship
3000 soldiers – Axeman, Swordsman, Jaguar Warrior, Gallic Warrior, Phalanx, Impi, War Chariot, Immortal, Horse Archer, Catapult, Trireme, Caravel, Holkan, Carrack
4000 soldiers – Praetorian, Pikeman, Longbowman, Crossbowman, Keshik, Galleon, Numidian Cavalry, Hwacha, Trebuchet, Skirmisher, Vulture, Dog Soldier, Bowman, Privateer
5000 soldiers – Cho-Ko-Nu, Maceman, War Elephant, Landsknecht, East Indiaman
6000 soldiers – Samurai, Musketman, Knight, Frigate, Ironclad, Transport, Ballista Elephant, Ship of the Line
7000 soldiers – Berserker
8000 soldiers – Musketeer, Camel Archer, Cannon, Destroyer, Submarine, Janissary, Oromo Warrior, Attack Submarine, Cataphract
9000 soldiers – Cuirassier
10000 soldiers – Rifleman, Grenadier, Machine Gun, Carrier, Conquistador, Stealth Destroyer, Guided Missile
12000 soldiers – Redcoat, Cavalry, Battleship
14000 soldiers – Missile Cruiser
15000 soldiers – Cossack, Fighter, Jet Fighter, Bomber
16000 soldiers – Infantry, Anti Tank
18000 soldiers – Marine, Paratrooper
20000 soldiers – SAM Infantry, Gunship, Artillery, Stealth Bomber
22000 soldiers – Navy SEAL
25000 soldiers – Tank
30000 soldiers – Panzer, Mechanized Infantry, Mobile SAM, Tactical Nuke
32000 soldiers – Mobile Artillery
40000 soldiers – Modern Armor, ICBM

In the end buildings, wonders and technologies won´t make any significant difference in the power graph. Neither will population, though there you can get some difference if you for example have a city or more less then your opponent and slave everything down. In this case you can probably have, depending on the era, up to around 10-15 pop less (Renaissance for example). Still not really significant.

So after all, it is the units that count, that make up for the power value in demographics.

A few picked out units, that have “interesting” values:

  • Skirmisher (4000): worth twice as much as archer (2000), worth 1000 more then axe (3000), sword (3000) or horse archer (3000) ! Remember that when you are Mali or when Mali is strong in power and you´ve seen a lot of skirmishers. Also in ancient you can see very well whether someone is spamming skirmishers early, because the number 1 power will be significantly higher then the rest at that early point
  • Chariot (2000): Normal chariots have the same soldier points as archers; an early chariot stack won´t show strong in demographics
  • Horse Archers (3000): surprisingly low score. Impis have 3000, too and they cost 20 hammers, while HA cost 33.
  • Elephant (5000):  Ele cost 40 hammers, HA cost 33 hammers. You produce them comparably fast – for 165 hammers you get 5 HA, for 160 you get 4 Ele. The 5 HA have a power of 15000, the 4 Ele of 20000. For 160 Hammer you get 8 impis, those are worth 24000 in soldiers.
  • Musketeers cost 47 Hammer, but have a power of 8000. Knights cost 54 hammers, but have a power of 6000.
  • Tanks (25000) and Panzer (30000) both cost 84 hammers.

In the end the answer to the whether something shows “strong” in power or not is a question of the ratio of hammers/soldier points.

  • Impis / War Chariots / Immortals show very clearly! (20 hammers to 3000 soldier point)
  • Skirmisher show most extreme
  • Horse Archer don´t show
  • Elephants don´t show more then swords or axes
  • French Musceteers show strong in comparison to the most commong unit of Renaissace, the Knight.


In any game you need to know what your opponent is building. When you know he is doing HA, you know how many cities he has and what population they have you can evaluate his power. Same if you know he is doing catapults (3000 for 33 hammers = doesn´t show) and ele.

All in all the power graph actually shows who has the most army or in other words, the higher the power value, the more army someone has.

Average unit value in an era

This is a stretch, but I´ll try to name a value representative for an “average unit” in each era.

  • Ancient: 3000, from Construction on around 4000.
  • Classical: 3000 early on; closer to 4000 mid game; closer to 5000 late game.
  • Medieval: 3000 for units used in a rush (Impi, War Chariot, Horse Archer, Praetorian (4000)), 5000 early/mid game; closer to 6000 with Knights.
  • Renaissance: 6000, 6500 in a 3v3 with France in each team early on; 7000 and constantly rising from cuirrasiers (9000!) on.
  • Industrial:  12000 for land, 5000 for sea units
  • Modern: 25000 (Navy Seal 22000, Tank 25000, Panzer 30000)
  • Future: around 30000-40000. The more Gunships (22000) the smaller the value, the more Modern Armour (40000) the higher. Ships rank far behind, for example Missile Cruiser (14000)

How to count opposing power in a teamer

A simple mathematical operation allows to determine the total power of the opposing team in for example a 3v3 teamer. First of all gather the power of yourself and all your teammates. Add those values together and divide it by the amount of players in the team to receive the average team power. Substract from that value the average world power. If you receive a negative value, you are behind in power, if you receive a positive one, you are ahead. How much ahead or behind determines the value you receive.

*UPDATE* December, 1st 09 *UPDATE*
I received some feedback (thx Shizanu) regarding the influence of population and technologies in an Ironman / ffa. There you can have ten or twelve high pop cities around the time you research guilds and those together with the technologies you already got make up a big portion of your power value. If then you start slaving (and losing pop) Knights for example, the changes are not too dramatic in the graph hence it can be tough to detect by just looking at demographics.

Point being – in the mid/later part of an Ironman / ffa where everybody plants lots and lots of cities, the influece of population and technology on the power graph is much more significant (and distorting) then in a teamer game. Pay attention to that when trying to get information from demogaphics in this area in such a game, especially when trying to determine when an opponent is building an army.