I have been playing with a new QScore formula based on the min date that scales by speed. It is a variation on the -1 point per turn idea. The big difference is that it uses the number of turns in the game.
You have to finish within 25% of the total game length of the best date to score. At this point I am using 25% as it feel better then some of the others.
Here is a formula I have been playing with:
QScore = 100 - (100 * (entry_turn - #1's_turn) / ((#1's_total_turns * 0.25) * (entry_total_turns / #1's_total_turns ))
Using the FiveAces 1310AD small, deity, diplo, quick entry as an example:
entry_turn = 134
entry_total_turns = 320
#1's_turn = 122
#1's_total_turns = 320
QScore = 100 - (100 * (134 - 122) / 320 * 0.25) * (320 / 320))
QScore = 100 - (100 * (12 / 80 * 1)
QScore = 100 - (100 * 0.15)
QScore = 100 - 15
QScore = 85
I have a query page where you can look at the effects (login before click link):
QScore query
Note: the basic ratio of this formula might also be used to create a phantom date if this doesn't work out. I like this as it addresses both issues with the QScore.
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BTW, I remove the adjustors from the EQM page QScores. It is still the same QScore formula as before. Not the one I am testing.
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Also, one of the things I am going to look at, is use only games eligible for the EQM for purposes of selecting best game and calculating EQM QScore. I will integrate the test page at some point so people can see how each qscore is calculated.