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IMHO the design of this was a bit lacking, especially as the game does not appear to have any UG power anywhere, yet 200 yo buildings still have power and lights/devices on multiple floors with no visible runs. Even FNV still had centralized power... it just boggles the mind. (let alone that power runs are set to a static distance, and do not take droop over distance with height into account).
I use a mod from Nexus to provide an "Additional Tower" that runs all the WiPo devices, which makes settlements much nicer without looking like a string factory threw up on your towns. There are placement drawbacks, and you still have to string up direct connect devices, but it is still much nicer (if not as plausible as UG services).
What is the exact fraction? How many lights can be run per unit of power? Is there someplace listing this, or did you figure this out through experimentation?
When I first started playing, I was was only running a small gen on the craft house, just enough to get going while I chased the story. When I started expanding, the first thing I did was lighting, and I remember at one point that I had to add a 2nd gen as the settlement bar suddenly showed a deficit in power, but as yet I had only added lights and WiPo towers.
More recently, I had that lighing glitch pop up when I QT'd back to sanctuary, so I power cycled my gen's and noticed about half way through that only half my lights were on, so the effect is still present in some form.
http://www.nexusmods.com/fallout4/mods/2996/?