akots
Poet
@AlanH: Would not it be too random again depending on a number of people going for a particular victory condition?
It would be the fastest victory for the same condition.delmar said:'fastest_turns' would be victory type specific, I assume?
Of course it would!Will this open up another discussion about how one victory condition is favored vs. another? I mean 10 turns difference between domination victories will matter less than between space race victories due to the fact that 540-fastest_turns will be higher for the former.
That's an optionEDIT: And for this reason, how about x=(540-(turns-fastest_turns))/540?
I don't want to put words into civ_steve's mouth/postings, but I think he was effectively suggesting what we are discussing - a way to provide a parallel table that measures relative finish dates in the same way as the GR table displays relative scores. We already have Awards and the Eptathlon that reward individual best (and worst) date performances for each and all victory conditions.civ_steve's original proposal also included an extra reward to winners in popular victory conditions. That's missing from your list. I am not convinced that we need it, just mention it for the record. If we leave that out then participation will become more evenly distributed across victory types but it might kill the spoiler threads.
Probably. If not many people go for a particular condition then we could perhaps reduce the 100% level for that game/condition in proportion to (lack of) participation? I'm offering to produce an 'Aunt Sally' prototype table using available data, and asking for suggestions as to how it should be constructed. I don't pretend to have the answers. If the table is a bad idea overall then we don't have to produce it at all.akots said:@AlanH: Would not it be too random again depending on a number of people going for a particular victory condition?
AlanH said:Of course it would!When did any suggestion in this forum not generate an inordinate amount of discussion and dissention?
I don't want to put words into civ_steve's mouth/postings, but I think he was effectively suggesting what we are discussing - a way to provide a parallel table that measures relative finish dates in the same way as the GR table displays relative scores. We already have Awards and the Eptathlon that reward individual best (and worst) date performances for each and all victory conditions.
Additional bonus points could be awarded based on competition within a Victory Condition (if VCsubmittals > 20% of all Submittals, Fastest Finisher gets an additional point; > 25%, 2 points, something like that)
I can't help but pointing out that this is a self-evident statement. Population (or whatever) is a good representation of skills as defined in this competition because population (or whatever) is used to measure skills.Aeson said:it is a very good representation of someone's game skills (and their will to apply them or not) as the game is currently defined in this competition.
I think this relates to my last reply to Akots, except I was taking it the other way - downgrade date-related scores for a low participation condition so that they don't add a big pseudo-random effect to the rankings.delmar said:Certainly that's the overall idea. I was referring to this bit:
civ_steve said:Additional bonus points could be awarded based on competition within a Victory Condition (if VCsubmittals > 20% of all Submittals, Fastest Finisher gets an additional point; > 25%, 2 points, something like that)
I think this is not part of your list.
I'm glad to see some discussion of this idea!AlanH said:... Before I do, some questions:
- Does the proposed scoring system make sense? (5 for fastest, then 3, 2, 1, 1)
- How about a score like that in the GR where the fastest gets 100%, and other games with the same condition are given x%, where:
x=(540-turns)/(540-fastest_turns)? That way everyone who wins gets a score, encouraging participation.
- I assume only winners get scores in this table!
- What amortisation/aging would you want? Same as the GR makes some sense - pairing games and aging over 9 slots?
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AlanH said:I think this relates to my last reply to Akots, except I was taking it the other way - downgrade date-related scores for a low participation condition so that they don't add a big pseudo-random effect to the rankings.
Exactly. I would love to see the effects of a scoring system that doesn't compensate for popularity of victory conditions. I believe over time it would result in an even distribution of participants across victory conditions. The only thing I am not sure about is the interaction between such a scoring system and the spoiler threads.civ_steve said:However (seeing the latest posts), it may make sense to discount the points awarded to Victory conditions with low submittals. OTOH, I wouldn't go too far in THAT direction, because it may lead to players avoiding certain Victory Types because they are underrepresented.
a space oddity said:It is up to you of course, but why not play from where you are and see how much you still can achieve?
delmar said:So you think that if you and I play the same game, I build only one city and you build as many as you want, and we both launch at the same time, then you are a better player?![]()
Aeson said:If I meant to say that a player was better/worse on either side I would have stated so. You're just chasing phantoms here. I was speaking about the difference in judging the value of the game based on self-imposed restrictions, and judging by in-game factors. How you get to the assumption that I'm talking about player's skill levels is beyond me.
Aeson said:From a game mechanics standpoint, the launch dates are the same. No variation there. The empire sizes are different. Favoring the larger one in population, territory, and those things that would be derived from that (production capacity, limiting AI expansion). To illustrate, both versions against each other. Who wins in direct competition within the game? Even a very poor player with 20-30 cities will beat the best player with 1. So from the game mechanics standpoint (ie. judging solely from the in-game universe) the larger empire is more impressive.
Aeson said:The relative standpoint of the player is different. The self-imposed restrictions make the outcome more impressive because of added difficulty it imposes. That is not quantifiable by a static scoring system though. You could design a scoring system to compare OCC launches to other OCC launches, because the trade-offs will remain static. There is no basis for comparison with normal games though.
I think this statement supports my opinion that if the launch date was the same, then the bigger empire should not receive a higher score.Aeson said:An OCC can be played well, and a domination/launch game can be played equally well. Their launch date will not be the same if played at an equal skill level,
Since you wish to use this example to disagree with my points in a scoring discussion, how do you propose that these games be compared? (please no generalities, give us formulas)
akots said:@Delmar: No offense please, but this system may end up in counting mouseclicks. Who made it with less clicks in a more or less decent time, wins the GOTM.![]()
akots said:IIRC, there was a Medal Play game as France about a year ago where victory condition was to accumulate some cash in the bank like 15K or around this number. See no cash in your equation. Cash = happiness = culture =military =power even for 20K unless you play OCC or limit yourself to Fascism-Communism.
Current score system neither devaluates territory nor happiness just emphasizes the roel of luxuries for a large empire since luxury rate in corrupt cities does not bring you happiness. Moving slider is certainly easier than seeking the luxuries IMHO.
akots said:And Aeson made a good point about multiplayer, I don't understand what is that you dont' like about it? Admit that AI is ridiculously stupid and all the tricks to fool the AI are well known, there is nothing new here. So, one might condier GOTM as a form of multiplayer. Lets say, PBEM or online game is a boxing match and GOTM is a marathon run.
delmar said:... In the next GOTM, try hitting Shift+Enter a few hundred times without clicking anything and see how fast you win.
delmar said:... the score should be based on relative happiness of the people in the empire and the speed to victory. ...
delmar said:... Example: you research pottery, build granaries and settlers, maybe an occasional regular warrior. I research Iron Working, build 3 cities, 3 barracks, and 30 veteran swordsmen. Your QSC score in 1000BC will be sky high compared to mine. In 975BC my stack of swordsmen knocks on your door. Ooops...
And it resulted in a domination victory in 570. Right...akots said:... I already did in GOTM35.![]()
akots said:With corrupt cities you need luxuries to keep the people happy there. In terms of relative happiness, OCC-5CC is the easiest to play. Luxuries can be traded and are ridiculously cheap and once you have market and bank running, just up the slider if needed.
With many cities is is extremely tricky. Luxuries are expensive and usually have to be captured and their capture better be timed up with the growth of remote cities when running for score. IMO, it is not an easy thing to do. But if you think it is very easy, there is nothing I can say.
No, you won't. Or you won't have a top Jason score at the end. Top games in GOTM make compromises that work only because they can count on the reliable idioticism of the AI. If you play against humans as you play the GOTM, then you will lose miserably in (at least) one of these situations.That is why you will lose. Because while you will build your 30 swords in 3 cities, I will have 5-times more cities and probably twice as many swords by 975BC.
Well, that's definitely easier than answering the question.akots said:OK, seems like I'm hitting the stone wall here. Which will stand where it stands no matter what. Discussion closed on my side.![]()
delmar said:The whole discussion is about a scoring system. Is the assumption that the score is proportional to the skills outlandish?![]()
This "who would win in direct competition" is an interesting perspective and it might give some merit to rewarding size. However, I wasn't expecting the GOTM scores to be an indication of who would win in direct competition. I've always looked at GOTM as a way to decide who can beat the "system" easier/faster, not who could beat whom in a multiplayer game. So if the latter is an objective here, then my opinion/suggestions could be easily off the mark.
I now regret that I used the term "OCC" because it obviously mislead you. I used OCC as a symbol for the ultimate small empire. My point was not that said player imposed a self-restriction rather that he didn't need more than one city. You see the difference?
Basically it was an extreme case that tried to point out the (I hope) obvious fact that one does not need to reach the domination limit in order to win the space race. Maybe think about a OCN sized empire with two productive cores versus another empire at the domination limit. All I am saying is that the latter is not better just because it's bigger.
I think this statement supports my opinion that if the launch date was the same, then the bigger empire should not receive a higher score.
See above the clarification of the example I used. My goal is not to devise a system that favors self-imposed restrictions.
I also don't claim that I have a solution that is better than what we have now.
My point is that the size of the empire is not an ultimate, axiomatic indication of the player's skills and therefore basing the scoring system on this is a matter of choice. And personally, I don't like this choice.
best_turn would be victory condition specific and would be the actual best turn achieved by a player during the competition.
The above formula could not be used for histographic victories or defeats. A separate formula would be used for defeates and I would ensure that the highest defeat-score is lower than the lowest victory-score by making the former always negative and the latter always positive. Histographic victory would be zero points.
X*(best_turn-finish_turn)-Y*firaxis_score_without_victory_bonus
Yes, that's a minus there.Even though this could be done, I don't want to waste time on discussing the merits of this solution because I am sure that the majority would be against it.
civ_steve said:Losing games could be included by assuming a minimum score, arbitrarily set at maybe 3%. The current formula goes to 0 at 540; it could be set to a floor of 5%, guaranteeing that all Victories will score higher than the submitted losses.