Now that Qsc18-Celts is on the books using the OLD Qsc scoring system, we want to look forward at what some of the anticipated impacts of the NEW Qsc scoring system will be.
First, we need to acknowledge that many, many individual players have contributed greatly to the developement and improvement of the whole QSC process and that the scoring syste mis just one small part of that bigger picture system that helps players to focus in on evaluating, comparing, testing, and improving their opening play sequences for Civilization III so that they can free themselves up to take control of enjoying the game in new and exciting ways.
Every individual player who has logged a timeline and submitted a QSC game deserves our thanks for being an ogoing part of this process.
We bagin recording data for the QSC game in November of 2002 with the Gotm13-Aztecs game and most of the original 19 participants are still active in the game today. Gotm15-Russia in January provided us with our first large and statitically significant set of QSC data when we were able to report 56 game results. Over the past four QSC game (15, 16, 17, and 18) we have collected QSC score datat the covers 4 radically different map types on a wide avriety of difficulties and with different civilization traits that required different strategic approaches. With this data we can look across the scoring results and the system and clearly make the move to improve the scoring and results comparison process by changing the scoring system.
The most significant changes in the QSC scoring system that are being implemented for Gotm19 and all subsequent games are designed to shift and balance the emphasis of the scoring to increase the recognition of the importance of Unit power and experience levels in tandem with control of territory while reducing the scoring importance of early technologies that should reasonable be obtained in trade and through selective research gambits. This change does not mean that technolgy is unimportant but it does not reward players for spending precious resources to obtain thaings that reasonably can be obtained for very little extar expenditure in power resources.
Looking closely at the results from Qsc18, we can look at the the games of players who would have been ranking in the top 20 positions under both the OLD and NEW scorings systems.
Some players move up significantly under the new system and some move down, but overall the scoring positions in the upper positions of the results tables remain fairly consistent. Only 4 players moved up into the top 20 via the scoring change when they were not there before.
We can do this same analysis at the bottom of the scoring chart and we find an interestingly similar occurance where players in the bottom 15 to 20 positions tend to stay in thos positions even with the scoring change.
In the middle of the scoring tables for all four of the recently completed QSC games we see wide variations in relative positing reflecting the great diversity of approaches and relative leveles of success at implementing successful opening strategies.
What is apparent in the change is that the emphasis of the scoring system is shifted to reduce the influence of technology possession in favor of stronger representation of Units and People power plus the Infrastructure components that reflect attainment of GNP capacity as well as territory holding capacity.
The improved system should provide a more valid basis for comparison of diverse strategic approaches to the early game while still emphasizing that advanced technolgy and experienced military units backed up by a powerful infrastructure will be the keys to a successful and reliable Quick Start in any Civ3 game.
We also need to make a special effort to thank SirPleb, Bamspeedy, and BillChin and a number of other players who contributed special perspective as well as some focused data analysis to help us properly frame this change in the QSC scoring system.