cracker
Gil Favor's Sidekick
Now that we have a solid base of data to evaluate the QSC scoring system we can look to ways that the system might be improved to encourage even more growth in the personal performance of players in the early game play.
We also have the advent of new technology that will allow us to score features of the game that could not previously be accounted for without an army of Bob Cratchet type scribes.
When you consider the impact of these changes, remember that the objective of the scoring system is to measure the absolute power of the civilization that has been built in the game in terms of its progress toward the ultimate goals of "building a great civilization" and not just who will win the game. A player who can build a strong QSC can do well in almost any game but the system is not designed to say the a player who does not have the top QSC score has necessarily done things that are evil or wrong.
Adjustments to the scoring system are designed to improve the relationship of the QSC scores to the overall QSC scoring system and not necessarily to provide a direct correlation to the finished game score that can depend on many variables that may not be reflected in the specific QSC objectives. In general, players who score well in the QSC will have the ability to score well in the remainder of the game but this is not a direct correlative measure of success for the QSC.
Effective Date for QSC scoring Changes:
All changes outlined below will take effect for Qsc19-Ottomans and will be used to score all submissions in May and subsequent months. (updates to the QSC website may not be online until mid-May at the earliest.
Significant Changes to the QSC Scoring
Timelines will now be Required
In the past, timelines have been optional and a 25% scoring bonus has been given to encourage players to submit a timeline. With the pending advent of the Power TimeLine program plus the inherent value of even the most basic timelines, it becomes increasingly apparent that QSC submissions without timelines may not be in the best interest of the players or the spirit of the event. Beginning with Qsc19-Ottomans a timeline is now required for any QSC game submission.
The 25% scoring bonus for timelines will be eliminated as unnecessary.
Some specific additional restrictions need to be applied to help us manage the volume and size of Qsc submissions:
Qsc submissions with really "cheesy" and obviously bogus timelines will be rejected
Timelines must be under 500kb in total size including any image content.
Do not submit or embed images of any aspect of you game at 1000bc. All of these features can be extracted from your final save.
Any player that submits xxx.bmp or xxx.tif images with a timeline will be sent to work on reconstruction of the Baghdad sewer system for life.
Territory Scoring
The point value for each tile of territory will be increased from 3 points to 4. This change increases the value of territory in the overall power equation and increases the value of getting settlers into position more quickly. We will continue to evaluate the impact of scoring for territory and terrain and may implement further scoring cahnges in this area in the future.
City Size Scoring
This is a minor change in most cases, but towns will continue to be worth 20 points but cities of population 7 or larger will now be worth 30 points.
Citizen Scoring
In the past, all citizens were scored equally at the base accumulated food cost of 20 points for 20 bundles of grain. A bonus/penalty system has been implemented to recognize the happiness and specialist assignment status:
Penalty per unhappy citizen = -5 points
Bonus per happy citizen = 5 points
Penalty per entertainer/clown = 3 points
Military Experience Scoring
In the past, military units have been scored by the shield production cost. The following bonus points have been added:
Veteran units +5 points
Elite units that HAVE NOT produced a great leader +15 points
Elite units that HAVE produced a great leader +10 points
In addition, Unique Units for your civ will only receive the 5 point UU bonus IF the Golden Age has not yet been initiated. Once your GA has started, this bonus will no longer be awarded.
Technology Scoring - Free First techs
Changes in the scoring and value of technology will continue to be evaluated in the coming months. The current changes are designed to continue emphasis on appropriate technology trading, strategic but not necessarily wholesale penetration of the tech tree, and selective technology research gambits to match your strategic objectives.
Testing over multiple games indicates that technologies beyond the first tier of no prerequiste techs can typically be obtained in trade or by extortion at the rate of at least one technology for every technology of direct research. Some technologies are virtually free if acquired through strategic planning.
In the past, the QSC scoring included points even for the free technologies that were introduced into the game as starting technologies for civilizations. Because these techs can often be obtained for free and to further emphasize the strategic drive to selectively get to the second or third tier of the tech tree, the point value for these first techs has been reduced to 0 points. In some cases, you will have to expend resources to research one of these zero point techs but in general the correlation of technology progress to overall power is improved by recognizing that you are expected to get these techs anyway. There is only one specific warmonger case where this correlation does not necessarily improve but even in that case it is possible to allocate strategic research gambits and still produce an effective QSC tech score.
The technologies effected by this change are: Bronze Working, Masonry, Alphabet, Pottery, The Wheel, Warrior Code, and Ceremonial Burial.
Technology Scoring - Tech Valuation
Again because of the data that has been developed through the efforts of the players who have actively supported play in the QSC games 15, 16, and 17, we can look at the correlation of 40 turn tech gambits plus strategic tech trading and determine that the point value of technologies should be reduced to between 45% and 55% of their actual research cost once the first tier techs have been set aside. Essentially, this scoring emphasizes that you should develop strategies that allow you to obtain at least 1/2 of your early technology components through trade, gambits, and other techniques other than full price, all-out direct research. Full steam ahead research will still be a valuable strategic tool in many cases, but you will maximize your QSC score and power by combining your research capacity with a thorough understanding of how to gain additional technologies by other means as well as how to maximize territory and internal game power through growth in city count and population by any reasonable means.
The technology score value of all technologies beyond the first tier free techs will be reduced to 55% of their accumulated point value.
In addition, we will continue to evaluate the potential to assign specific point values or bonuses to technologies based on review by a committee of experienced QSC players in the coming months.
We also have the advent of new technology that will allow us to score features of the game that could not previously be accounted for without an army of Bob Cratchet type scribes.
When you consider the impact of these changes, remember that the objective of the scoring system is to measure the absolute power of the civilization that has been built in the game in terms of its progress toward the ultimate goals of "building a great civilization" and not just who will win the game. A player who can build a strong QSC can do well in almost any game but the system is not designed to say the a player who does not have the top QSC score has necessarily done things that are evil or wrong.
Adjustments to the scoring system are designed to improve the relationship of the QSC scores to the overall QSC scoring system and not necessarily to provide a direct correlation to the finished game score that can depend on many variables that may not be reflected in the specific QSC objectives. In general, players who score well in the QSC will have the ability to score well in the remainder of the game but this is not a direct correlative measure of success for the QSC.
Effective Date for QSC scoring Changes:
All changes outlined below will take effect for Qsc19-Ottomans and will be used to score all submissions in May and subsequent months. (updates to the QSC website may not be online until mid-May at the earliest.
Significant Changes to the QSC Scoring
Timelines will now be Required
In the past, timelines have been optional and a 25% scoring bonus has been given to encourage players to submit a timeline. With the pending advent of the Power TimeLine program plus the inherent value of even the most basic timelines, it becomes increasingly apparent that QSC submissions without timelines may not be in the best interest of the players or the spirit of the event. Beginning with Qsc19-Ottomans a timeline is now required for any QSC game submission.
The 25% scoring bonus for timelines will be eliminated as unnecessary.
Some specific additional restrictions need to be applied to help us manage the volume and size of Qsc submissions:
Qsc submissions with really "cheesy" and obviously bogus timelines will be rejected
Timelines must be under 500kb in total size including any image content.
Do not submit or embed images of any aspect of you game at 1000bc. All of these features can be extracted from your final save.
Any player that submits xxx.bmp or xxx.tif images with a timeline will be sent to work on reconstruction of the Baghdad sewer system for life.
Territory Scoring
The point value for each tile of territory will be increased from 3 points to 4. This change increases the value of territory in the overall power equation and increases the value of getting settlers into position more quickly. We will continue to evaluate the impact of scoring for territory and terrain and may implement further scoring cahnges in this area in the future.
City Size Scoring
This is a minor change in most cases, but towns will continue to be worth 20 points but cities of population 7 or larger will now be worth 30 points.
Citizen Scoring
In the past, all citizens were scored equally at the base accumulated food cost of 20 points for 20 bundles of grain. A bonus/penalty system has been implemented to recognize the happiness and specialist assignment status:
Penalty per unhappy citizen = -5 points
Bonus per happy citizen = 5 points
Penalty per entertainer/clown = 3 points
Military Experience Scoring
In the past, military units have been scored by the shield production cost. The following bonus points have been added:
Veteran units +5 points
Elite units that HAVE NOT produced a great leader +15 points
Elite units that HAVE produced a great leader +10 points
In addition, Unique Units for your civ will only receive the 5 point UU bonus IF the Golden Age has not yet been initiated. Once your GA has started, this bonus will no longer be awarded.
Technology Scoring - Free First techs
Changes in the scoring and value of technology will continue to be evaluated in the coming months. The current changes are designed to continue emphasis on appropriate technology trading, strategic but not necessarily wholesale penetration of the tech tree, and selective technology research gambits to match your strategic objectives.
Testing over multiple games indicates that technologies beyond the first tier of no prerequiste techs can typically be obtained in trade or by extortion at the rate of at least one technology for every technology of direct research. Some technologies are virtually free if acquired through strategic planning.
In the past, the QSC scoring included points even for the free technologies that were introduced into the game as starting technologies for civilizations. Because these techs can often be obtained for free and to further emphasize the strategic drive to selectively get to the second or third tier of the tech tree, the point value for these first techs has been reduced to 0 points. In some cases, you will have to expend resources to research one of these zero point techs but in general the correlation of technology progress to overall power is improved by recognizing that you are expected to get these techs anyway. There is only one specific warmonger case where this correlation does not necessarily improve but even in that case it is possible to allocate strategic research gambits and still produce an effective QSC tech score.
The technologies effected by this change are: Bronze Working, Masonry, Alphabet, Pottery, The Wheel, Warrior Code, and Ceremonial Burial.
Technology Scoring - Tech Valuation
Again because of the data that has been developed through the efforts of the players who have actively supported play in the QSC games 15, 16, and 17, we can look at the correlation of 40 turn tech gambits plus strategic tech trading and determine that the point value of technologies should be reduced to between 45% and 55% of their actual research cost once the first tier techs have been set aside. Essentially, this scoring emphasizes that you should develop strategies that allow you to obtain at least 1/2 of your early technology components through trade, gambits, and other techniques other than full price, all-out direct research. Full steam ahead research will still be a valuable strategic tool in many cases, but you will maximize your QSC score and power by combining your research capacity with a thorough understanding of how to gain additional technologies by other means as well as how to maximize territory and internal game power through growth in city count and population by any reasonable means.
The technology score value of all technologies beyond the first tier free techs will be reduced to 55% of their accumulated point value.
In addition, we will continue to evaluate the potential to assign specific point values or bonuses to technologies based on review by a committee of experienced QSC players in the coming months.