My two cents:
- I agree the scoring could be better. For example, among the games on the HOF I am most proud of are two Deity ancient start culture wins on standard size maps (I think this was a gauntlet?). Very tough game to win, on the whole HOF, I think only 6 players have succeeded at deity ancient culture on standard or larger maps. I submitted twice, my QScores were 17.9 and 8.1. My problem is I am holding the bottom two positions against an elite group. I got higher QScores for many games that were much easier to win, including a Chieftan level time score. So, ideas aimed at factoring the toughness of conditions have merit. Under tough deity conditions, the lowest scoring game deserves a higher QScore than the best chieftan game.
- The problem with toughness rankings is who decides and to what level? For example, we reward deity domination wins on larger maps vs. smaller. What about map type? Domination on an islands map scores how much more than pangea? What about leader? Deity domination with Ghandi must be an order of magnitude harder than Huayna?
- As far as QM ranking and cheesy games, I think folks might be overreacting a little. Two reasons... First, I believe this will be self policing over time. The competition for future space times is already happening. Second, I think "cheesyness" is a continuum. If we eliminate what seems to be the "easiest" way to win, then something else will now be the easiest, and people will gravitate to it. Get rid of that one, they will find the next. Maybe we should disallow Huayna altogether?
- I think another problem is "specialization". It seems to me that the spirit of QM is breadth. Lots of leaders, lots of map conditions, lots of victory types. However, whether it is future space race, deity quechua rushes, or OCC strategies, I think people tend to find something they like (and that works), then specialize. In fact, I think the system allows/rewards specialization. It would be nice to find a way to truly encourage breadth (i.e. force people to do more than check the boxes to make QM, then focus on their specialty to grow score). The place for specialization is the HOF table itself (go for the fastest time in a cell).
So, my recommendations:
Rather than try to draw a line at an arbitrary point on the cheesyness continuum (declaring everything below that line "cheesy" and everything above it "OK"), I think we should allow all game types. No matter where you draw the line, there will always be a way to play that is relatively "easy" compared to the rest.
A better way to fix the QScore and ranking issue (maybe caused by cheesyness) is to modify the scoring itself. This means trying to better identify the real toughness factors (or more penalize the easy factors). It may be hard to do this until the HOF is more mature (there is more history to look at).
I am very intrigued by the ideas of elite QM's. Or the idea of Settler through Deity level QM. It could be very simple. You win all victory conditions at a given level, you get that title. Only caveats for the title are ancient starts and standard or larger maps.
Last word... I am currently top scoring QM, have been for maybe 6-7 months. This is a combination of "real" games and "cheesy" games, all done within the context of the competition as defined. However, I have no problem at all with a midcourse correction to the rules and/or the scoring system. I've invested lots of time in the existing rules, but I'm all for making the whole system better. An ancient deity standard culture win should score more than a future space win (or duel quechua win, etc.). If a new set of rules knocks me down in the rankings, I'll happily begin to work my way back up... After all, its all just an excuse to play more CIV, isn't it?