AlanH said:
The expert Civ3 players found that *the* way to maximise score was to reach, but not to trigger, the domination territory limit as fast as possible, and then to maximise (milk) their happy population for the next 1000 years or so. The Jason system modifies the victory bonus to give greater rewards for early victories, with some variation according victory type, so that players didn't have to hit enter 200 times to a good score.
Interesting. So what we're discussing here - did something comparable actually happen for Civ III (ie. the COTMs used the Firaxis score initially, but when that was found to be inadequate, a new score, the Jason score, was introduced)?
AlanH said:
Milking in Civ4 doesn't involve hundreds of turns of score building, as I understand it. The Civ4 score is calculated on the status at the end of the game, not averaged over the game, so it just requires that the player carries out some specific actions as the end of the game approaches in order to ensure that the instantaneous score at the date of victory is maximised. So a different kind of adjustment would have to be made on order to reduce or eliminate the need to juggle these factors.
Milking the
base score for the cow award probably is most effectively done via hundreds of turns of score building. (I don't think that's been done too much up to now because the knowledge of how to do it is only just becoming well known, but I'm pretty sure it'll be done a lot more often as time goes on).
Milking the
final score tends I think to involve actions over a shorter timescale. That's because the Firaxis score already rewards early finishes sufficiently that you rarely gain much if anything by delaying your victory; rather, you gain by waiting until your victory is imminent and inevitable, and then suddenly upping all the things that are used to calculate your score. So Civ 4 milking at its most effective would tend to take the form of, eg. when you are close to your victory, suddenly activating vast numbers of settlers and plopping cities down to take advantage of every available bit of land - even putting cities in places that you'd
never consider putting cities in if you had to actually carry on playing. You're in a way suddenly maxing your pop, in a way that would hugely damage your civ over the next few centuries, but you don't care about that coz you're about to win the game anyway. To a small extent it theoretically could also take the form of rush-building wonders, or extorting extra techs from opponents - anything to help your score on the final turn. There's probably lots of ways you can do it, but the real killer is mass-planting cities, because population is such a big contributor to your score, and land area adds a lot too, and it's possible to increase it in a very sudden step-like way (in contrast to eg. science where the progress is slow and limited by your science rate).
AlanH said:
Adjusting to balance different victory conditions would be another challenge. Jason tries to calculate a "best date" for each Civ3 victory condition, based on a few key map characteristics, and adjusts the early victory bonus depending on VC. It's very difficult to judge whether this is successful. Hence the continuing debate, even now.
That is quite complicated. Personally I do really like the idea of balancing different victory conditions, but I'm inclined to suspect that's best done by EEO's idea: Simply scaling scores by an arbitrary factor that's based on how badly different victory conditions have been found in practice from past GOTMs to score.