DynamicSpirit said:
I agree that the scoring system is poor, and I do really wish Ainwood and AlanH would look into the issues, as I think the poor scoring system is one of the biggest weaknesses of the GOTMs (I know it's inherited from Firaxis, so it's not the fault of anyone associated with GOTMs).
This consideration is probably one of the most important in order to alter current gameplay. For quite some time I thought of creating a new thread on it but was not sure whether people are ready to discuss it. Thanks for initiating the debate.
DynamicSpirit said:
The solution I'd personally like to see implemented is simply to remove the population element from the score (or at least, heavily reduce its weighting).
In terms of gameplay, doing that will mean that people are rewarded for managing their economy well, developing science, and - obviously - winning early. In other words, they'll be rewarded for playing Civ skillfully, as opposed to the current system where people are to a large extent rewarded for what looks to me to be fairly mindless milking.
Well, we are immediately in the big issue ... But maybe it is not that simple.
I certainly agree that people should be rewarded for playing Civ "skillfully" as opposed to extreme techniques like milking. By simply removing the population element, you will make obsolete the current milking but favor other extreme techniques like total military rush.
Have a look on GOTM8 and Obormot final spoiler. He did not milk, but he used with an extraordinary organization slavery, slavery bug and total military rush to obtain both best score and fastest domination.
Let me say here that such a play requires much skill as well as Hendrikszoon milking did. In fact, I think that Hendrikszoon (GOTM2) and Obormot (GOTM8) have created perfect techniques according to the current score formula and specific settings (pangea-like maps for Hendrikszoon and archipelago-like maps with medium-high difficulty level for Obormot).
But in a game called Civilization, the score formula should not reward "barbarian" behavior ( crazy conquest, slavery ...). Nevertheless, we cannot prohibit such behavior because it represents an historical reality. What we can do, is to give penalties in civ score that would make conquest, treachery (e.g. war on a friendly civ) and slavery less attractive however efficient they are. Some examples :
- Let us say that each population point of a conquered city at the moment it is conquered counts as "-1" (instead of "+1" currently) in the total population of the conqueror at the end of the game. It implies that a 8 pop city conquered begin to give score bonus to its conqueror only when it reaches 17 or more pop. This simple modification should seriously reduce "crazy warmongers" benefits and give sense to the civilized aspect of the game (as long as players are going for score) ...
- For a razed city or for slavery pop rushing, let us say "-3" for each pop.
DynamicSpirit said:
I'm taking the US as an example here because it's big. I'm not making any comment either way on whether I think the US is in fact admirable
I have read many of your posts and have seen that you have a great sense of humour. So I can't resist to give you a (very known in Europe) sample of how US is described outside its borders:
"America is the only nation in history which miraculously has gone directly from barbarism to decadence without the usual interval of civilization."
from Georges Clemenceau, French statesman (1841 -1929)
