Score and the Score Victory

ProMeTheus112

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Something I wanted to write about as a question that I am interested about for Civ VI, even if it looks like there has been absolutely no information about it so far, is how score will work and the implications that it may have on the game.

In past Civilization games, I loosely remember being quite attracted to going for a strategy that revolves around getting a good score, and only choosing a different victory type if reachable near the end of the game. I liked playing this way because going for score allows you to do a ton of different things, you have a ton of choice as to what you want to do to increase your score and maintain yourself at #1 or get there.

However, I found that usually, playing this way was easy to win without handicap, and hard or impossible to win as you go up in difficulty levels. The reason is that, with very high handicaps of high difficulty levels, there is no way you will be able to compete in score with AIs at all, unless you manage a conquest type of game which would likely lead to a domination type of victory as well, something that defeats the interest in going for a less fixed type of strategy (basically I don't want to only execute a specific strategy that I decide at the start of the game, I like to play the game more strategically depending on what happens, but I felt like the game doesn't reward me for that as it then won't allow me to win on higher difficulty modes).

Now, when the developpers talk about Civ VI, it is clear they have stated they built it for us to be able to do exactly this, play the game as it flows along, making new decisions that changes your strategy more depending on the details of the game. Which is great, that's much more interesting strategically and that's where I find the most fun in trying to play a Civ game.

So I want to ask this : is my feeling about past Civ games right at all, that you can't really go for a scoring victory on high difficulty modes which you might change to a different direction later in the game depending on the opportunities? (I'm thinking mostly about Civ IV that I played most but still interested in information about any others)

And, what do you think or what would you like score to be like in Civilization VI ?

Of course, any system or details must be thought out, designed balanced etc depending on the whole picture and every other details. Globally, what I think I want about score is this : I want to be able to have a strategy of winning by score even on Deity mode without this implying that I should play the game a specific way, such as conquering half the map essentially going for a domination victory for half the game then holding off actually winning the game that way and then mass points whatever way until year 2050. Instead, I would like to be able to get a scoring win by making many correct decisions and well thought out both short and long term on how to reduce my opponents score and increase mine, involving all the aspects of the game (culture science army war religion economy population etc), and based on all details of the particular game I'm playing that I am able to decipher and creatively use to my advantage. Additionally, I would like it best if the game allowed me to play that way for half the game or longer, and then decide to shape my strategy into a "more specific" victory type (again depending on all events and details in that specific game).

Why I think it matters is that score is particularly non specific in terms of how you should shape your strategy, and if the scoring system is well defined, it changes everything. For example, should a player ever lose points when he loses things at all? Or should points rather reflect a maximum reached at any point in the game for categories and make the sum of that? A combination of both? Of course, score should have components which are relevant into all the other victory types, perhaps exclusively, or not.

If this was well laid out, I believe this would allow players to play more strategically, because you are allowed to taylor any specific strategy for yourself at the start of the game (which may imply a score win if needed or if you so decide, even on deity), and at your chosen point you may go for a different victory type. If something goes wrong towards that victory type objective, you could still maintain a high score and deter any opponents from reaching a victory themselves of any type and gain your scoring victory again.

This is made difficult in the past because of the heavy handicaps + the design of the scoring system, I believe. But it is possible, that the scoring system is designed in such a way that it is not itself directly impacted by the handicap, or that despite this handicap playing really well means being actually able to keep up in score with your opponents without necessarily causing them to lose a lot of points by rushing to the max, even in deity mode, even in the beginning of the game.

It goes along with my wish for anything to be possible in the course of events in the game even on Deity mode, without this meaning that it isn't very hard. I would like for the game to be able to start in countless different ways, and progress countless different ways, and end countless different ways, rewarding creative and efficient strategic play, needing strong strategic skills to win on Deity. Rather than be strongly focused on a few prepared-knowledge-based paths to victory on Deity (though they still require strategic skills in the details ofc, just I feel could be better).
 
It's interesting that you brought up the subject of score victory. Firstly, on higher difficulties there's almost no way around if you want score victory but to go custom and check only score victory, it's just because it's almost certain ai will manage to finish some other condition earlier that 2050. I don't see that changing in civ vi.
Also, i don't think it's easy to design the score system as you present it in your post, if i understood correctly ... point system has to be some simple metric of basic attributes that show what state your empire is: land, gold, science, religion, population, culture ... and if i understood correctly - you are talking about if system could be changed up so it doesn't correlate just to these values but some other that would allow you to somehow pull off a score victory even on deity but for example not owning half of the globe? I would be very interested in how this system would even work, what exactly would it measure, and just how do you earn points if not by conquering or being culture beast or science leader...
Anyway, it would be really nice if score victory also becomes a more sophisticated win condition.
 
Well, I think that you raised important points!
• if there is no effective way to prevent an AI to achieve a victory type other than by winning earlier yourself, that defeats the score victory in Emperor/Immortal/Deity. On the other end, if there are multiple ways you can actually prevent then from getting the win, then you can still win with score. For example, let's say somebody is making spaceship parts, but you go and destroy part of his equipment located somewhere before he can launch the ship. Then you can delay him and if necessary delay him another time so that he won't launch before 2050. Let's say somebody is getting very high towards a culture victory, but you manage to maintain your own culture high enough that he doesn't have enough of a culture lead that the cultural victory is gained (if the culture victory is also based on other players culture values and you need to be above them by a certain "amount"). By doing this stuff, and having enough science things, and cultural things, and some army too and this and that other things making you have a bigger score than everyone and being able to reach year 2050 without allowing anybody else to win the game, you get the score victory. Hopefully, this being possible in Deity and in many different possible ways as long as done very well (very efficient, very hard, but many possible ways, which rewards highly creative strategic skills).
• The scoring system itself what should it measure? For the reasons above, probably anything that counts towards a victory type should also be worth points, plus any amount of other parameters you might go for in the game. So I dunno about all the victory types other than domination/science/culture, but if there was only those three, let's say for domination army/victories/cities_taken/etc count as points, and for science techs/some science buildings/?? give you points, for culture maybe wonders/culture points/artifacts in museums/?? give you points, and then aside from that also perhaps max population, max amenity resources, max strategic resources, max trade, max gold, whatever also worth points.. you wouldn't necessarily need to only just rush and conquer to the max to be the score dominator in Deity, if the game lets you win a score advantage by playing strategically much smarter and efficient than the AI despite the handicap (which should always be possible since the AI is not able to play as well as a skilled human, with good balance and complexity of the scoring system, and with regard to how the handicaps work with that). Especially if, for example, "maximum" was what counted for score, if you lose stuff maybe you don't lose points, then you have to top that max to gain more points for that category (like pop or army). So that the only way to get a score lead in Deity is not necessarily to cause others to lose points they have amassed by rushing and conquering them, but to pick a strategy with any balance of things that have value in the scoring system, and be very efficient and creative. Efficiently creative. Much more than the AI, very strong, to win on Deity.

One reason why I am very interested in this for Civilization is because I believe it is the type of game that has a huge potential for this. It's kind of in the essence of it I think, random maps, countless possible settings, playing vs AI means you can outplay them through creativity which they lack by definition, many parameters in the game for short and long term, many ways to win the game, a lot of time avaiable to think about your moves... It's kind of what is unique about this type of game, or part of, I think.

I am very very curious about what they are going to do with the scoring system. I'm thinking of what Ed Beach said, about 33% may remain exactly the same, 33% tweaked, 33% new, might this apply to the scoring system and score victory too? :] Or is the scoring system part of the 33% that remains mostly exactly the same? :P
 
Basically, I've never gone for "Score Victory" in previous titles; in part because until recent titles there was a bonus at the end for winning some other victory condition.
e.g. In Civ II, bonus points for a space ship victory (flat amount + another one for turns remaining); similar for Conquest.
In addition, there was a difficulty level modifier applied at the end that went to HOF scores in both Civ II & III.
What it meant is that to score the highest on Civ II, you'd play on Deity, build all but one spaceship part, conquer all but one city, and then build the last part in time for the spaceship to reach AC before time expired.

For Civ III & IV, with all victory conditions enabled, it was similar on what to do if you wanted to score the highest (play at highest difficulty level you could win at, along the way conquer just short of the Domination victory limit [but include all AI cities big enough to be a threat to them winning the game], build all but one space ship part, but delay the last one until just in time to reach AC before time expired.)

For Civ V, while there wasn't a difficulty level bonus, it's more a matter on Deity that an AI with its original capital intact is likely to still be a threat to spaceship victory even with no other core cities and so the stop just short of Domination victory score tactic to max out your score is much more dangerous. (In addition to since world wonders are part of the score having to find an AI that didn't build an early wonder in the capital.)

So basically, maxing out score tactics for Civ VI with all victory conditions will have as much to do with what are the thresholds for Domination/Conquest Victory and any other automatic trigger of victory type.
 
Score victory could be interesting if it wasn't a time victory (best score by 2050) instead it was first player to reach X score.
(I would like to see score be cumulative .... How well I was doing on turn 1+ how well I was doing on turn 2+ how well I was doing on turn 3, etc.)
 
Maybe other good alternate condition for score victory could be something like "have #1 score for X turns" or "have a score equal to (100+X)% that of the second best player" or "X/Y% of the added score of all players" in a Y players game or something!
I don't necessarily dislike that score victory is time based at 2050 though, wish it worked better overall.
 
Maybe other good alternate condition for score victory could be something like "have #1 score for X turns" or "have a score equal to (100+X)% that of the second best player" or "X/Y% of the added score of all players" in a Y player game or something!
I don't necessarily dislike that score victory is time based at 2050 though, wish it worked better overall.

Civ III's Time Victory (when no one achieved victory earlier) was the sum total of each surviving player's score each turn.
While it was rare in normal game to occur, in some of the Conquests it was a factor. (e.g. Playing Rise of Rome as anyone other than Persia you needed to either win domination victory outright or alternatively completely conquer every Persian city before time expired to prevent Persia from winning.)

I also note that while the base game has never featured this, some of the Conquests in Civ III have featured first to X score wins. (e.g. playing the Fall of Rome scenario, there was a time limit to wipe out both Romes before they were bound to trigger it from all the VP locations in starting Roman cities.)
 
what if for example, the game measures pop gained in your civ for score value of pop rather than the pop you "own", so that if you take a new town (from other player), you may get points for the feat of taking a town, a certain amount, but not the points for "owning" the pop of that town, however you gain points after that for the pop growing in that town, wouldn't this type of thing help fix "maxing score <=> maxing conquest" ? You could gain points for peace or for hapiness, if war generates unhapiness it causes you to gain less points so that being peaceful may bring just as much. And then you could alternate peaceful and war strategies within your score victory game at different times depending..

This also means your opponent doesn't lose points for the pop that is "not owned anymore" in the town you took, only loses the gain he would have had for growing more pop from that town. So that the weight of war is not extremely dominant in determining who gains the score lead, and other ways can balance it out, this way you can very well play games where people lose and gain towns, don't necessarily win the best expansion but may still win by score for other things like culture science faith gold hapiness production units killed/lost you name it.

If nuking or spying/sabotage are ways to prevent a spaceship from being built even if actually attacking the towns building spaceship seems not doable (well or rather go take the tile where spaceship parts are being built or where it would be launched from, that may well be in the game, so you could do some sort of commando operation yourself on the map) are some effective ways of preventing someone from gaining a science victory; if raising your own culture close enough to the cultural leader while still being behind is one effective way of preventing someone from gaining a culture victory; and so on for each victory types (at least several ways of preventing victory from happening for which you must plan in advance and be effective); then the score victory becomes an available base strategy which has countless different approaches which you can then translate into any other type of victory near the end of the game if you can see an angle for it and shift towards it effectively, alternatively prevent anyone from gaining a victory type and take advantage of the broad score value of all the specific things you gained from your creative strategy to go for the score victory. This would allow I think playing a very creative strategy of being effective at gaining points in the way of your style, choosing your assets and values, playing the map and this specific game as it goes, from the early game, and without choosing your victory type until the moment comes to make that decision. Games could go many ways, and you can take advantage of any of the systems of the game to create your strategy. Your effectiveness at it determines if you can win, being a master of the game systems and high strategy skills for creating a winning strategy taylored to all details of each specific game you play to win in the highest difficulty modes including Deity.

Similarly, someone going for another victory type gains good point value for it, so that if he becomes unable to win the game due to someone being too close behind him (for my culture example), or prevents him from building or launching the spaceship somehow, he can still play out a score victory potentially. Like future techs could be worth enough points to beat someone who was trying to be #1 score victory, and potentially turning people against him or taking advantage or other things to slow their point growth while increasing yours. So that the way the game can be won, and whether it is lost or won, isn't determined too early and to increase the possibilities of how the game can play out and how much you can take into account in your strategies and how much they can evolve and change depending on what happens. More fun, more skill.
 
I appreciate that I am in a small minority here, but ...

I want virtually ALL games to be WIN by SCORE on the LAST turn (i.e., 500 @ civ5/standard speed). Give bonus points, either flat or proportional to standard score, for obtaining domination/culture/science/diplo victory conditions. Others might achieve a VC before you, but you might achieve multiple VCs.
It's suppose to be the 'TEST of TIME', bleep it!

I suppose if you do a conquest victory, the game may end early. ;)

I sincerely believe this should be an optional victory condition. I wouldn't want to impose this on others. :) :)
 
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