cracker
Gil Favor's Sidekick
The scoring system for QSC games will continue to evolve as time goes on and we get more participants with a broader perspective. All changes will be evaluated in terms of the greater objectives of QSC scoring and that will be to reflect the power of the opening play sequence without causing players to do things that might just gratutiouly alter their play away from stratgies that help to score well and win in the bigger game as a whole.
With these objectives in mind and based on what we are learning from QSC games in about three different fora, several scoring changes were implemented for the Qsc13 results and will be applied to all future QSC games.
Wonders
Early wonders can radically alter the balance of power in the game if they fit with the key strategy elements and map conditions that the current game includes. Towards this end, the equivalent shield cost of the wonder may have nothing to do with its actual impact on the game.
Wonders may also produce effects in the game that raise the QSC score in other ways. An good example of this would be the Pyramids that instantly confer a granary into every town on the continent. The granaries individually allow each town to retain 10 food units to apply towards growing the next pop point In an empire of 6 towns, the Pyramid power effect is instantly somewhere between 360 and 420 power points even if the direct score for the pyramids is zero.
Other early wonders have similar effects that impact other elements of empirical power.
Towards this end, the score for just having an early wonder of any kind has been set to 100 points plus any tangible benefits that the empire may accrue in the form of other structures, food, or commercial benefits. Some wonders will be worth less than others in the QSC.
We will probably add a special judge's recognition award to recognize the worst possible wonder decision in a QSC game just to make sure we can provide some good natured ribbing to any "QSC point mongers" who we feel are just gratuitously building wonders (like the AI often does).
Great Leaders
These units show up in the scoring list of all units currently in your empire. If you have a GL that has been freshly produced in the last 4 turns of the QSC this will add 100 points to your score to reproduce the same power effect as if the Leader were used to rush a wonder or build an Army.
Armies
These units show up in the scoring list of all units currently in your empire. Armies will be worth 100 points in the ancient age if they meet some tests that will depend on each game event. Filling an ancient age army full of three unit with 1 value movement rates will probably not result in the army still being scored at 100 points. Having a victorious army of any kind, that has enabled the ability to build the Heroic Epic, is valuable in many strategies but this has not been addressed in the scoring system.
Technology Progression
The scoring system for QSCs takes any tech and determines its point value by adding the cost for the human to research that tech in the current game to a percentage of the cost of all the immediate prerequisites of that tech. This scoring accumulation is designed to reward deeper penetrations of the right hand side of the tech tree versus broad tech progress across all the branches when all other things are equal. Some of the logic here is to recognize that the potential trading value of the right hand techs is greater than the trading value of similarly priced but lower echelon techs.
The initial QSC scoring system used a 100% prerequisite accumulation but this has been shown by testing to place too much emphasis on techs relative to units/people and infrastructure issues.
The tech accumulation bonus for Qsc13 was dropped to 30% to provide better balance in the game. This change has little or no impact on most player postions but does make the scoring a more balanced representation of the some of the strategic choices that develop in each game.
An example of the impact of this tech change would be to look at a sequence of three fictitious techs that would all individually cost 100 beakers to research. As first implemented, these techs would have beens scored as 100, 200, and 300 power points. In the revised 30% accumulation the point values for these same three techs that still cost 100 beakers to research would be 100, 130, and 139 power points respectively.
We will continue to evaluate and responsively update the scoring systems for all games offered under the aegis of the Civfanatics Games of the Month and will update you when changes are implemented.
We have identified an individual staff role who will function as the "Scoring Steward" to review scoring systems for all game events and this person will be identified to you shortly.
With these objectives in mind and based on what we are learning from QSC games in about three different fora, several scoring changes were implemented for the Qsc13 results and will be applied to all future QSC games.
Wonders
Early wonders can radically alter the balance of power in the game if they fit with the key strategy elements and map conditions that the current game includes. Towards this end, the equivalent shield cost of the wonder may have nothing to do with its actual impact on the game.
Wonders may also produce effects in the game that raise the QSC score in other ways. An good example of this would be the Pyramids that instantly confer a granary into every town on the continent. The granaries individually allow each town to retain 10 food units to apply towards growing the next pop point In an empire of 6 towns, the Pyramid power effect is instantly somewhere between 360 and 420 power points even if the direct score for the pyramids is zero.
Other early wonders have similar effects that impact other elements of empirical power.
Towards this end, the score for just having an early wonder of any kind has been set to 100 points plus any tangible benefits that the empire may accrue in the form of other structures, food, or commercial benefits. Some wonders will be worth less than others in the QSC.
We will probably add a special judge's recognition award to recognize the worst possible wonder decision in a QSC game just to make sure we can provide some good natured ribbing to any "QSC point mongers" who we feel are just gratuitously building wonders (like the AI often does).
Great Leaders
These units show up in the scoring list of all units currently in your empire. If you have a GL that has been freshly produced in the last 4 turns of the QSC this will add 100 points to your score to reproduce the same power effect as if the Leader were used to rush a wonder or build an Army.
Armies
These units show up in the scoring list of all units currently in your empire. Armies will be worth 100 points in the ancient age if they meet some tests that will depend on each game event. Filling an ancient age army full of three unit with 1 value movement rates will probably not result in the army still being scored at 100 points. Having a victorious army of any kind, that has enabled the ability to build the Heroic Epic, is valuable in many strategies but this has not been addressed in the scoring system.
Technology Progression
The scoring system for QSCs takes any tech and determines its point value by adding the cost for the human to research that tech in the current game to a percentage of the cost of all the immediate prerequisites of that tech. This scoring accumulation is designed to reward deeper penetrations of the right hand side of the tech tree versus broad tech progress across all the branches when all other things are equal. Some of the logic here is to recognize that the potential trading value of the right hand techs is greater than the trading value of similarly priced but lower echelon techs.
The initial QSC scoring system used a 100% prerequisite accumulation but this has been shown by testing to place too much emphasis on techs relative to units/people and infrastructure issues.
The tech accumulation bonus for Qsc13 was dropped to 30% to provide better balance in the game. This change has little or no impact on most player postions but does make the scoring a more balanced representation of the some of the strategic choices that develop in each game.
An example of the impact of this tech change would be to look at a sequence of three fictitious techs that would all individually cost 100 beakers to research. As first implemented, these techs would have beens scored as 100, 200, and 300 power points. In the revised 30% accumulation the point values for these same three techs that still cost 100 beakers to research would be 100, 130, and 139 power points respectively.
We will continue to evaluate and responsively update the scoring systems for all games offered under the aegis of the Civfanatics Games of the Month and will update you when changes are implemented.
We have identified an individual staff role who will function as the "Scoring Steward" to review scoring systems for all game events and this person will be identified to you shortly.