« Test-Chile

Military

What each army was made of, sampled every 10 turns and at the last turn recorded.

Chile

Turn Units Might Power Power per unit
10 3 52 48 16.0
20 3 49 43 14.3
30 3 54 47 15.7
40 4 88 78 19.5
50 5 143 128 25.6
60 8 215 188 23.5
70 8 266 244 30.5
80 8 269 234 29.3
90 8 267 237 29.6
100 14 755 648 46.3
110 15 828 749 49.9
120 15 839 745 49.7
130 19 1085 953 50.2
140 23 1190 967 42.0
150 26 2853 2199 84.6

Vietnam

Turn Units Might Power Power per unit
10 1 25 23 23.0
20 1 26 24 24.0
30 1 25 23 23.0
40 4 72 66 16.5
50 8 249 233 29.1
60 10 464 431 43.1
70 13 605 546 42.0
80 13 570 537 41.3
90 14 645 645 46.1
100 16 809 795 49.7
110 19 842 787 41.4
120 16 652 589 36.8
130 25 1616 1447 57.9
140 32 2604 2363 73.8
150 29 2567 2442 84.2

Bolivia

Turn Units Might Power Power per unit
10 1 52 50 50.0
20 3 67 62 20.7
30 4 122 116 29.0
40 7 187 175 25.0
50 10 314 289 28.9
60 16 558 540 33.8
70 16 503 483 30.2
80 14 523 487 34.8
90 15 726 652 43.5
100 15 775 655 43.7
110 17 950 824 48.5
120 19 1879 1580 83.2
130 21 2120 1930 91.9
140 30 3848 3355 111.8
150 34 4415 4031 118.6

Iroquois

Turn Units Might Power Power per unit
10 1 53 50 50.0
20 1 53 49 49.0
30 3 90 84 28.0
40 4 167 159 39.8
50 6 239 239 39.8
60 10 527 514 51.4
70 10 668 668 66.8
80 10 622 590 59.0
90 11 691 665 60.5
100 12 790 713 59.4
110 14 851 824 58.9
120 16 1106 1106 69.1
130 21 1192 1192 56.8
140 22 1455 1455 66.1
150 27 1736 1736 64.3

Might is the figure the game reports, and it is not the strength of the army alone: it is the summed unit power multiplied by the treasury, up to double, so a civilization hoarding gold reads as fielding better units than it does. Power divides that multiplier back out. Naval units still count half, so an obsolete fleet drags the average down twice over.

Power per unit says what an army is made of, not how strong it is: a horde of obsolete units and a small modern force can carry the same total. The figure climbs for everyone as better units become available, so it is worth comparing between civilizations at the same turn rather than along one civilization's own history. Losing a war can raise it, because the weakest units die first.