How score is determined

Tibur753

Leigonary
Joined
May 26, 2008
Messages
513
I was looking around the XML files in GlobalDefines and found the entries that tell how score is determined. I figured some people might want to know. I did a few searches and couldn't find a thread that already explained it.(I did find a few question threads though)

Here are the entries. The people that wrote it kindly provided comments on what these things mean, so it should be pretty straight forward even if you don't know XML. <!--comments look like this--> I checked and they are all the same for the three versions(vanilla, warlords, and BtS).

Code:
	<Define>
		<DefineName>SCORE_POPULATION_FACTOR</DefineName>
		<!--Score you get if you have the 'maximum' population possible on the current map-->
		<iDefineIntVal>5000</iDefineIntVal>
	</Define>

This means that you can have at most 5000 points for population. I'm not sure what it means by "max population" so if anyone more experienced knows, please say something.

Code:
	<Define>
		<DefineName>SCORE_LAND_FACTOR</DefineName>
		<!--Score you get if you have all the land on the current map-->
		<iDefineIntVal>2000</iDefineIntVal>
	</Define>

Your % of the total land area times 20 is added to your score.

Code:
	<Define>
		<DefineName>SCORE_WONDER_FACTOR</DefineName>
		<!--Score you get if you have all the wonders-->
		<iDefineIntVal>1000</iDefineIntVal>
	</Define>

1000 points possible for wonders. That probably doesn't included national wonders, but if someone can confirm it, that would be good. 28 wonders in Vanilla, 31 in Warlords, 36 in BtS. Thats about 36, 32, and 28 per wonder, respectivly, assuming that all wonders are equal (again, can someone confirm this).

Code:
	<Define>
		<DefineName>SCORE_TECH_FACTOR</DefineName>
		<!--Score you get if you have all the techs-->
		<iDefineIntVal>2000</iDefineIntVal>
	</Define>

2000 points maximum for techs. Not sure if the techs are equal or not, they probably aren't. Also, do future techs count? Does just the first future tech count? Three more things to confirm.

Code:
	<Define>
		<DefineName>SCORE_FREE_PERCENT</DefineName>
		<!--Percentage of the maximum score you get for free-->
		<iDefineIntVal>0</iDefineIntVal>
	</Define>

The comment pretty much explains this one for me. The max score is probably the sum of all of the ones listed here, 10,000.

Code:
	<Define>
		<DefineName>SCORE_VICTORY_PERCENT</DefineName>
		<!--Percentage of your score that gets added if you win the game-->
		<iDefineIntVal>0</iDefineIntVal>
	</Define>

Does this one have anything to do with that bonus you get for winning early? Or is it just a bonus that you can put in to make your wins have a better score?

Code:
	<Define>
		<DefineName>SCORE_HANDICAP_PERCENT_OFFSET</DefineName>
		<!--Offset to the score handicap modifier-->
		<iDefineIntVal>-60</iDefineIntVal>
	</Define>

Code:
	<Define>
		<DefineName>SCORE_HANDICAP_PERCENT_PER</DefineName>
		<!--The amount of the score modifier per handicap level-->
		<iDefineIntVal>20</iDefineIntVal>
	</Define>

I don't understand these two. Doesn't this mean that you would take a -40% score penalty at Settler? Can someone explain this?

I hope I posted this in the right forum. I didn't put it in creation+customization because it wasn't related to changing the game.
 
Maximum pop = every single population point is yours, I believe. ie: no AI cities.

Rest is gibberish. I don't pay attention to score. :>
 
What the above code fragments show is but a tiny part of the scoring, which is done by an astoundingly complex formula which applies different weightings to your population, land, techs and wonder scores (in that order: pop is highest) and involves the turn in which you win and the level at which you are playing. If pop., land, techs and wonders are the same, winning earlier gives a higher score, as does playimg at a higher level.
And if you're not getting "Augustus" on the success display, you're doing something wrong.
 
What the above code fragments show is but a tiny part of the scoring, which is done by an astoundingly complex formula which applies different weightings to your population, land, techs and wonder scores (in that order: pop is highest) and involves the turn in which you win and the level at which you are playing. If pop., land, techs and wonders are the same, winning earlier gives a higher score, as does playimg at a higher level.
And if you're not getting "Augustus" on the success display, you're doing something wrong.

This was refering to in-game score. But the "playing at a higher level giving a higher score" that you mentioned makes sense. After reading through a few python files (took awhile to find the right one), I found the part that determines in-game score and the difficulty level factor doesn't affect it at all.
 
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