All those skills are also needed in a speed game. Plus, in addition to knowing how to do all those things, in a speed game you also have to know at what pace you can do it and when you should stop. No mistakes there or it really hurts.
My statement was refering to 'turtle' type games where the player ignores expansion and runs only a minimal empire. It cuts the scope of gameplay down, even if the tech rate is maximized, other parts of the game are ignored almost completely. So when comparing a very fast, small empire game to a very fast, huge empire, the latter will score more.
It should be noted that conquest games which only focus on killing the AI will also score lower than conquest games which are in the same neighborhood of speed, but also build while conquering.
So IMHO some of the aspects of the game are in fact only used to the fullest if you do play for speed, and speed games (of any victory type) should be contending for medals just as any other well-played approach.
I never said they shouldn't. They will contend for medals in many cases, and obviously have the awards. They won't be the only way to play for a medal though.
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I agree with cracker that pure speed games (especially conquest) are heavily influenced by luck, regardless of skill level. The longer a game plays out, the less luck becomes a factor.
We aren't trying to punish good luck, or reward the bad luck, just to give those who do run into bad luck and still play well options to compete. The player who doesn't get the Settler from the hut, or doesn't get a Leader until their 20th elite victory... who's AI doesn't build the Pyramids for them, ect. should still have a playstyle available to them where they can end up scoring well. Hybrid and fully milked games give a player longer to catch up (of course skill and/or luck is needed to do so) and minimize the impact of luck on their early game.
The goal of the scoring system is to balance early, hybrid, and milked games which are played with comparable levels of skill.