QSC scoring question

ainwood said:
+N / (CL * 1.75) * beaker_cost per tech that an AI has, where:
N = Number of contacted AIs that know the tech
CL = Civs left in the game


I don't actually like the existing methodology. This is easy to implement, but do you mean Civs left in game, or Civs that the player has contact with (IIRC, the tech formula depends on the number you have contact with).
CL is total civs in the game. Contact only affect N.

The full tech cost formula (link) is: [MM * [10*COST * (1 - N/[CL*1.75])]/(CF * 10)]

So increaing N reduces tech costs; increasing CL reduces the value of a single contact.


ainwood said:
Double-rewarding culture?
It's based on the same 20-turn income formula as gold and gpt. So the temple you built in 1025BC is actually worth something.


ainwood said:
And if you're awarding points for FPT, and SPT, is this 2x and 4/3 ratio IN ADDITION TO or instead of?
Yes, the per-turn score is multiplied. 6 SPT in a barracks city is worth 6 * 60 * 4/3 = 480 points.


ainwood said:
This is where the implementation becomes more difficult, although still doable accurately I think
Thank you for at least considering it. :goodjob:

I suggested this long ago, and I suspect it was ignored due to technical limitations. If anyone could do it, it would be you. :worship: :D
 
DaveMcW said:
I suggested this long ago, and I suspect it was ignored due to technical limitations. If anyone could do it, it would be you. :worship: :D
Heehee - it wouldn't be me. We've done away with the semi-automatic processing, and now its all done via PHP when its uploaded. It would be up to the PHP guru (Alan) to implement it - what's more, the other things he's done lately don't appear to have been challenging enough. :D

What might be a good first-step is to slap together something that can calculate this, then see if it can be tweaked. Maybe via comparison with actual game results?
 
I agree with any changes that would be fair to all players. The problem I see with sorting by victory type is that I just try to expand well in the ancient age, planning for Medieval conquest. Therefore, I don't even have a victory type planned yet. I usually get to the point in my games where any victory is possible, and I choose later. I know a lot of players decide before they even load the 4000BC save, but I don't know then, or even by 1000BC. Am I the only one that plays like this? I understand the point, though. Maybe just add a general category for games like this.

I am all in favor of points for exploration, because exploration is very important. I make it a top priority, and it has other benefits with goody huts and contacts.

Are points rewarded for embassies established with other civs? I try to do it as early as possible when costs are low, as it improves relations, making techs cost less. I also think we should keep points awarded for contacts.

As for the happiness issue with 100% lux. Is it possible to determine the lux tax setting from the save game? If a player turns it up, we could put an asterik next to their score for high lux rate. Maybe anthing higher than 50% could be marked, as I don't see any need to have it higher by 1000BC.

Just my 2 cents.
 
DaveMcW said:
The old numbers emphasized having a pile of gold and veteran warriors. My numbers emphasize... um, everthing else.

That is a -20. A citizen that produces 2 food and nothing else is actually a drain on your economy.

This citizen is a potential half settler or worker.
 
ainwood said:
What might be a good first-step is to slap together something that can calculate this, then see if it can be tweaked. Maybe via comparison with actual game results?

That would be great. Perhaps something like Almighty Alan created for the alternate award calculation formulas we were discussing a while back--make up tables using the new formulas for a past game or two so we can compare the differences. I really need to see Dave's formulas applied to real numbers before I can make heads or tails of them. And manually counting all my tiles, fpt, spt, etc. would just take too long for me to complete right now.
 
solenoozerec said:
This citizen is a potential half settler or worker.

Good point. :goodjob: I guess they should also be worth 20 food then.


Edit: I take that back. Citizens are already counted by the income they produce, they don't need to be double-counted as food too. This encourages people to turn useless citizens into settler and workers, instead of keeping them around forever.
 
DaveMcW said:
+20 * happy_faces-per-turn from luxuries/marketplaces
+20 * content_faces-per-turn from temples/etc.
+20 * towns/cities for content citizen bonus (+40 on Regent or Monarch)
-20 * happy/content/unhappy citizens (they require entertainment to prevent riots)
+0 * specialists/resistors

For best accuracy, content and happy faces should be capped in size 1 cities.
I guess this could be simplified to:

-20 * unhappy citizens
+20 * happy citizens

It's nice to hear that AlanH is working on implementing this. :)
 
DaveMcW said:
I guess this could be simplified to:

-20 * unhappy citizens
+20 * happy citizens

It's nice to hear that AlanH is working on implementing this. :)
I'll give it a go ... real soon now (TM)
 
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