scoring system

how does it work?

how do attain the caesar title after you are finished?

Scoring works as explained here and you obtain the title of augustus if your final score is >1.5x the maxScore calculated by the game (there is a long formula for that "maxScore" but it basically takes into account the map layout and the victory type...
 
What I haven't yet seen is what score applies to each name - apart from the foregoing post, which states that to get "Augustus" you need >1.5 times the maximum. That ought to be impossible, but I've achieved it in all the games I've finished except for two or three when I was learning the game and got Dan Quayle. Not once have I had any other ranking, which suggests to me that the steps between ranks are far too close together. But I don't suppose it really matters, except for giving a vague sense of lack of achievement - it's just too easy to get the top ranking, though I've never reached the maximum for population or land (but sometimes get all the Wonders and often pass the maximum for techs by getting a few Future Techs).
 
To be more precise this screen is calculated as follows:

Spoiler Assets\Python\Screens\CvDanQuayle.py :

Code:
iMaxScore = ((100 + gc.getDefineINT("SCORE_VICTORY_PERCENT")) * (gc.getDefineINT("SCORE_POPULATION_FACTOR") + gc.getDefineINT("SCORE_LAND_FACTOR") + gc.getDefineINT("SCORE_WONDER_FACTOR") + gc.getDefineINT("SCORE_TECH_FACTOR"))) / 100
		if iMaxScore > 0:
			iNormalScore = iScore/float(iMaxScore)
		else:
			iNormalScore = 0
			
		if iNormalScore > 1.5:
			szLeaderText = self.leaders[0]
		elif iNormalScore > 1.4:
			szLeaderText = self.leaders[1]
		elif iNormalScore > 1.3:
			szLeaderText = self.leaders[2]
		elif iNormalScore > 1.2:
			szLeaderText = self.leaders[3]
		elif iNormalScore > 1.1:
			szLeaderText = self.leaders[4]
		elif iNormalScore > 1.05:
			szLeaderText = self.leaders[5]
		elif iNormalScore > 1.0:
			szLeaderText = self.leaders[6]
		elif iNormalScore > 0.95:
			szLeaderText = self.leaders[7]
		elif iNormalScore > 0.9:
			szLeaderText = self.leaders[8]
		elif iNormalScore > 0.85:
			szLeaderText = self.leaders[9]
		elif iNormalScore > 0.8:
			szLeaderText = self.leaders[10]
		elif iNormalScore > 0.75:
			szLeaderText = self.leaders[11]
		elif iNormalScore > 0.7:
			szLeaderText = self.leaders[12]
		elif iNormalScore > 0.65:
			szLeaderText = self.leaders[13]
		elif iNormalScore > 0.6:
			szLeaderText = self.leaders[14]
		elif iNormalScore > 0.55:
			szLeaderText = self.leaders[15]
		elif iNormalScore > 0.5:
			szLeaderText = self.leaders[16]
		elif iNormalScore > 0.4:
			szLeaderText = self.leaders[17]
		elif iNormalScore > 0.3:
			szLeaderText = self.leaders[18]
		else:
			szLeaderText = self.leaders[19]
self.leaders[0] is Augustus and self.leaders[19] Dan Quayle...
 
Aha ! Many thanks: that's what I wanted to know. And as I suspected it's a rather finely stepped calculation, once you're past the 0.3 Dan Quayle level. I still feel it's too easy to get Augustus, though. Did the programmers think that a 5:1 score ratio would cover all eventualities ?
 
I finished a game where I won on time with the most points. My game score was over 10000, but my normalized score was actually only ~8000. I lost 2000 points, somehow! Is it because you get no points for future tech? I was at future tech 38. Meanwhile another game won by time, I checked from the HOF had a normalized score higher than the in-game score! I always thought that the in game score was the final score if you played to 2050, but that's wrong.
 
There is an element in the calculation of "normalised score" - what you get on finishing - which reduces your score as the number of turns played rises. And it's an exponent, which exerts its effect much more powerfully as the turns played get closer to the game limit. This means that to get a high score you should win early, but with the highest achievable population, land area, number of techs researched and Wonders built.
Hold the mouse over your score, shown at bottom right of the campaign screen, to bring up a pop-up showing how your in-game score is made up, and what your final score would be if you won in the current turn: watch the latter creep down if you're not expanding and developing fast enough to counteract the exponential decay effect.
A final note: even if you do win "this turn", your win won't be announced until the next turn, so you can't actually see in advance exactly what score figure will come up.
 
Yes, I know that to get a high score you should finish early as you said, but I was deliberately playing to 2050 to qualify my game for the Quattromaster competition elsewhere on this site. So, I was surprised that my normalized score was less than the in-game score. The exponent should be 1 at 2050 shouldn't it? But somehow it is not, as it's possible to get a higher or lower score even playing to the very end.
 
there is a modifier for dificulty applied at game's end - it is a factor 1.0 for noble, less for below (so score becomes lower) and more for above (so score increases). If I remember correctly it is a .2 increment per level...

Edit: yes, remembered correctly ;)

Here are the score modifiers per difficulty level:

Settler : 0.4
Chieftain : 0.6
Warlord : 0.8
Noble : 1.0
Prince : 1.2
Monarch : 1.4
Emperor : 1.6
Immortal : 1.8
Deity : 2.0

This applies on top of the formula I listed in post #82.
I linked to the formula in the above post (#2)...
 
Yes, that explains it-- I was on warlord level and my normalized score is about 80% of the in-game score. Thanks.
 
Aha ! Many thanks: that's what I wanted to know. And as I suspected it's a rather finely stepped calculation, once you're past the 0.3 Dan Quayle level. I still feel it's too easy to get Augustus, though. Did the programmers think that a 5:1 score ratio would cover all eventualities ?

Well this screen was programmed for the Vanilla 1.00 version which did not include a modifier for dificulty - this had the effect that you got higher scores on settler then on deity. They changed that in 1.09 or 1.52 but if I understand that correctly they did not change the DanQuayle screen. This means that the difficulty modifier above noble actually screws the whole thing since you can easily get above the iMaxScore after your score is multiplied with the difficulty modifier.
In other words: this screen now only works properly for noble difficulty.
Also the iMaxScore is heavily influenced by the MaxPopulation score - and that is calculated not taking into account any improvements (farms, windmills, lighthouse, improved resources etc.) so it is very easy to top that one...
 
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