Scoring
The problem with scoring isn't so much that early conquest and "bloating" can score so high, its that other ways can't compete. This is because the Bonus awarded for early victory is figured the same regardless of victory type. Of course a space launch/diplomatic/cultural victory isn't going to have a chance to occur in the BC's or early AD's, so the conquest (which usually can be had by then) bonus is usually the biggest. Because the Bonus for winning after about 1000AD becomes negligible, that means that the most points if conquest hasnt been achieved by then will be 2050 scores that have longer to pull up the average (which started at 0 in 4000BC).
The current Bonus formula is (2050 - Date) * Difficulty = Bonus. Difficulty is 1-6, corresponding to Cheiftain-Deity. There needs to be a modifier for each victory condition something like (2050 - Date + VictoryCondition) * Difficulty = Bonus. The number for each victory condition would be the date at which that victory would be considered "well done". If 1500 is used for the space launch VictoryCondition, then a 1500AD Space launch on Regent would get a bonus of 6150, instead of the 1650 bonus it would get with the current scoring system, which is a much more deserving bonus IMO. Map types and Number of Civs would affect the dates that "well done" victories would be achieved, but just general values for VictoryConditions would still improve the scoring system greatly.
Possible values for VictoryCondition:
Space Launch 1500
Domination 500
Conquest 0
Diplomatic 1400
Cultural 1600 (1800 for the 20,000 one city option)
If Modifiers for Map type and Number of Civs needed to be added, they could be added to the formula. Larger maps take longer to complete conquest or domination, and allow for more expansion, thus earlier dates for the other victory types. Smaller maps are just the opposite. Usually water levels and land mass types seem to even themselves out. Archipelago for instance, slows conquest, but also has less room for the other victory types to build on, and keeps Civs from gaining contact with each other as soon, so wouldnt need to be included. The number of Civs usually makes conquest take longer, and makes tech advancement faster (decreasing the time needed for space and diplomatic victories) but makes little difference in Cultural victories. The modifications would just need to be applied to each VictoryCondition, and the formula could remain the same.
VictoryConditions:
Space Launch = 1500 - NumOfCivs*10 - Landmass
- more civs mean faster overall research
- more landmass means more possible population/territory and faster research
Domination = 500 + Landmass
- the bigger the landmass, the more land needed to trigger domination
Conquest = 0 + NumOfCivs*10 + Landmass
- more landmass, more civs, more to conquer
Diplomatic = 1400 - NumOfCivs*10 - Landmass
- more civs, more land, faster fission can be researched
Cultural(100,000 total) = 1600 - NumOfCivs*2 - Landmass
- more land to build culture cities on
- more civs, faster research for new cultural buildings though less chance at cultural wonders
Cultural(20,000 city) = 1800 + NumOfCivs*10
- more civs, less chance at cultural from wonders
Landmass:
Huge = 300
Large = 100
Standard = 0
Small = -100
Tiny = -300
Of course, most of this is just off the top of my head, especially the landmass values. Certainly all the values could use a lot of fine tuning... just a scoring system that takes all of this into account (not just score by date and territory/population) would be nice. A side bonus for each wonder built (I usually dont build any, because it lowers scoring efficiency, best to just conquer them as it is now), turns of peace, and future techs could also be added. I know future techs are already in the scoring system, but with there being 540 turns in a game, and usually future techs are only going to count for 100 of them at most, they get "averaged" into insignificance. A seperate, non-averaged bonus would give them some meaning, and reward those who go the scientific route, rather than just doing enough to get the advances needed for a specific victory.
The problem with scoring isn't so much that early conquest and "bloating" can score so high, its that other ways can't compete. This is because the Bonus awarded for early victory is figured the same regardless of victory type. Of course a space launch/diplomatic/cultural victory isn't going to have a chance to occur in the BC's or early AD's, so the conquest (which usually can be had by then) bonus is usually the biggest. Because the Bonus for winning after about 1000AD becomes negligible, that means that the most points if conquest hasnt been achieved by then will be 2050 scores that have longer to pull up the average (which started at 0 in 4000BC).
The current Bonus formula is (2050 - Date) * Difficulty = Bonus. Difficulty is 1-6, corresponding to Cheiftain-Deity. There needs to be a modifier for each victory condition something like (2050 - Date + VictoryCondition) * Difficulty = Bonus. The number for each victory condition would be the date at which that victory would be considered "well done". If 1500 is used for the space launch VictoryCondition, then a 1500AD Space launch on Regent would get a bonus of 6150, instead of the 1650 bonus it would get with the current scoring system, which is a much more deserving bonus IMO. Map types and Number of Civs would affect the dates that "well done" victories would be achieved, but just general values for VictoryConditions would still improve the scoring system greatly.
Possible values for VictoryCondition:
Space Launch 1500
Domination 500
Conquest 0
Diplomatic 1400
Cultural 1600 (1800 for the 20,000 one city option)
If Modifiers for Map type and Number of Civs needed to be added, they could be added to the formula. Larger maps take longer to complete conquest or domination, and allow for more expansion, thus earlier dates for the other victory types. Smaller maps are just the opposite. Usually water levels and land mass types seem to even themselves out. Archipelago for instance, slows conquest, but also has less room for the other victory types to build on, and keeps Civs from gaining contact with each other as soon, so wouldnt need to be included. The number of Civs usually makes conquest take longer, and makes tech advancement faster (decreasing the time needed for space and diplomatic victories) but makes little difference in Cultural victories. The modifications would just need to be applied to each VictoryCondition, and the formula could remain the same.
VictoryConditions:
Space Launch = 1500 - NumOfCivs*10 - Landmass
- more civs mean faster overall research
- more landmass means more possible population/territory and faster research
Domination = 500 + Landmass
- the bigger the landmass, the more land needed to trigger domination
Conquest = 0 + NumOfCivs*10 + Landmass
- more landmass, more civs, more to conquer
Diplomatic = 1400 - NumOfCivs*10 - Landmass
- more civs, more land, faster fission can be researched
Cultural(100,000 total) = 1600 - NumOfCivs*2 - Landmass
- more land to build culture cities on
- more civs, faster research for new cultural buildings though less chance at cultural wonders
Cultural(20,000 city) = 1800 + NumOfCivs*10
- more civs, less chance at cultural from wonders
Landmass:
Huge = 300
Large = 100
Standard = 0
Small = -100
Tiny = -300
Of course, most of this is just off the top of my head, especially the landmass values. Certainly all the values could use a lot of fine tuning... just a scoring system that takes all of this into account (not just score by date and territory/population) would be nice. A side bonus for each wonder built (I usually dont build any, because it lowers scoring efficiency, best to just conquer them as it is now), turns of peace, and future techs could also be added. I know future techs are already in the scoring system, but with there being 540 turns in a game, and usually future techs are only going to count for 100 of them at most, they get "averaged" into insignificance. A seperate, non-averaged bonus would give them some meaning, and reward those who go the scientific route, rather than just doing enough to get the advances needed for a specific victory.
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