cracker
Gil Favor's Sidekick
Now that we have completed three solid games with a broad number of participants across many skill levels, we have enough experience and enough data to begin an informed discussion of how we might revise the QSC tech scoring so that the QSC Scoring may better reflect a number of different strategic approaches to the game.
This is a complex issue that really has 4 or 5 smaller embedded issues that may need to be addressed.
First, we need to have a little historic perspective of the process that has been used to develop and evaluate the QSC scoring system. As originally defined, the QSC scoring was intended to be a cummulative measure of the value of all things built, purchased, or otherwise acquired by a civilization. Fundamental to this scoring system is the base point assignment of 1 QSC point for every shield, food, or gold unit. Something that costs 100 gold units to purchase would have a 100 point value under this system.
Even when the scoring system was first defined, we recognized that it would be necessary to revisit to scoring values of some elements of the game and in particular we recognized that a better system of scoring the value of technologies would be necessary.
We recognized that some technologies had significant value to certain strategies while other technologies would be strategicly worthless under those same conditions. The value of each technology may not technically be the same to all strategic approaches to the same game under the same map conditions. Under ideal circumstances we would have a definition of the perfect, most powerful tech progression and acheiving that tech progression quickly would score high in the QSC while researching other technologies of little or no strategic value would not have a positive impact on score.
Another factor that we realized that experienced players would pick up on is that the actual cost to obtain ancient age technolgies can be 25% to 50% of the actual research cost if you learn to take advantage of:
This is a complex issue that really has 4 or 5 smaller embedded issues that may need to be addressed.
First, we need to have a little historic perspective of the process that has been used to develop and evaluate the QSC scoring system. As originally defined, the QSC scoring was intended to be a cummulative measure of the value of all things built, purchased, or otherwise acquired by a civilization. Fundamental to this scoring system is the base point assignment of 1 QSC point for every shield, food, or gold unit. Something that costs 100 gold units to purchase would have a 100 point value under this system.
Even when the scoring system was first defined, we recognized that it would be necessary to revisit to scoring values of some elements of the game and in particular we recognized that a better system of scoring the value of technologies would be necessary.
We recognized that some technologies had significant value to certain strategies while other technologies would be strategicly worthless under those same conditions. The value of each technology may not technically be the same to all strategic approaches to the same game under the same map conditions. Under ideal circumstances we would have a definition of the perfect, most powerful tech progression and acheiving that tech progression quickly would score high in the QSC while researching other technologies of little or no strategic value would not have a positive impact on score.
Another factor that we realized that experienced players would pick up on is that the actual cost to obtain ancient age technolgies can be 25% to 50% of the actual research cost if you learn to take advantage of:
- contact induced tech devaluation
- free techs from huts, even when produced by your rivals
- minimum science tech gambits
- counter-intuitive tech research, trading, and brokering
- gpt and resource driven tech trading
- selective "pointy stick" research
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We also need to combine this knowledge with our growing understanding that some technologies can be decidedly less valuable because the enabled wonders and/or improvements may not play a significant role in early game winning strategies. An example of this is the relatively worthless impact of the Great Wall wonder as it is implemented in the out-of-the-box game.
So the questions before us can be broken down into three major categories:
1) Should we implement a change to the QSC scoring system that will reduce the scoring value of the technologies across the board by a certain percentage while still keep those scores related in some way to the actual research costs or should we define a committee of experienced QSC and GOTM players who will assign a technolgy score table that can be implemented?
(after we have had some discussion here, I will try to consolidate some of the discussion options into a poll and collect player inputs.)
2) Should we move to implement these changes immediately, even as they may impact scoring of Qsc18-Celts, or should we wait to begin implementation with Qsc19-Ottomans?
(there is a separate poll and discussion thread for this issue)
3) Should we implement changes to certain technologies and/or wonders that will increase their value in the game to make them viable strategic choices that have some value other than just being ticket punches that must be obtained enroute to the next era?
(there is a separate poll to discuss this issue in an example applied to Construction and The Great Wall.)