OK, here's my take. I think it's easier to automate, as everything would run off one formula, rather than have clauses like 'if there's more than x games, multiply first place by 2' or 'use this formula, but cap it at 10 entries'.
A finished game = 100 points, before adding the various multipliers.
Map size:
Duel: 0.4
Tiny: 0.6
Small: 0.8
Std, Lge, Huge: 1.0 - could make large & huge 1.1 & 1.2
Difficulty:
Settler: 1.0
Chief: 1.2
Warlord: 1.4
Prince: 1.7
King: 2.0
Emp: 2.5
Immortal: 3.0
Deity: 4.0 - I don't think there's a lot of difference on the lower levels, which is why the multipliers are closer together.
Speed:
Quick: 0.8
Normal, Epic, Marathon: 1.0
Number of games in table (n):
log (n+1)
So a single entry in a table would have a multiplier of 0.3. 3 entries in a table, it would be 0.6. 9 entries in a table, it's 1.0. Really full table, 25 entries, would still only be 1.4. To get the multiplier to 2.0, you'd need 99 entries. So topping a competitive table, 7 games, would be 3 times as valuable as a single game. I don't think there's that much difference between topping a 7 entry table or a 15 entry table, and it'd be 0.9 vs 1.2 for those. Reward for filling an empty table, big increase to reward as an empty table gets competitive, not much extra difference as a competitive table gets a few extra entries. And no need for a manual cap.
So to me, that gives an incentive to play standard+ size games, an incentive to play the harder difficulties, and will help fill the tables. An all standard deity game on an empty table would give you 120.4 points. A cheesy settler duel marathon game that takes 10 minutes would only get 12 points on an empty table, 40 points if you're the best of 9 entries.
http://hof.civfanatics.net/civ5/tab...e=10&leader=27&mapSize=4&speed=2&dtSc=0&exp=1 is the most competitive Emperor table, first place there would currently get 250 points.
For games that don't win, I think it should be based on how fast you are compared to 1st, rather than simply 10 for 1st, 9 for 2nd, 8 for 3rd, etc. But I agree with Vexing there should be more difference for being 20 turns quicker (say 180 v 200), rather than the 200 turn game getting 90% of the winner because the winner is only 10% quicker. So the formula I'd use would be:
Quick:
15/(15 + your turns - winning turns)
Std:
20/(20 + your turns - winning turns)
Epic:
25/(25 + your turns - winning turns)
Marathon:
30/(30 + your turns - winning turns)
So, on a standard game, if you finish 20 turns behind the winner, you'll get 1/2 of their points. Finish 40 turns behind the winner, you'll get 1/3 of their points. Finish 100 turns off, and you get 1/6 of their points. Also an incentive for players to get the best result they can, even if they can't get to 1st on a particular table.
Score:
Really, the simplest way to do this would be to acknowledge score is irrelevant for most games, and only look at it for time victories. But as the current setup gives medals for scores, then I'd just use (your score/winner's score).
So every game would generate a finish time points total, and a score points total. If you win using the actual time VC, then that would generate just the one score [(yours/winners) x the relevant multipliers] but use that for both finish time points and score points.
Working out the overall total:
Simply rewarding volume is a bad idea, I think. Treating score points and finsih time points separately is a good idea. So for each of these, I'd do the same thing for finish time points & score points, to generate a time total and a score total.
League of nations: Best 2 games for each nation qualify, sum those to get your total points. Max of 68 qualified games.
Map quest: Best 3 games for each map, sum those for total. Max of 60 games.
Tempi: Best 15 for each speed, sum for total. Max of 60.
Go the distance: Best 10 for each size, sum for total. Max of 60.
Machiavelli: Best 12 for each VC, sum for total. Max of 60.
Inferno: Best 8 for each difficulty, sum for total. Max of 64.
Sum all 6 totals to get overall VVV fastest time points, likewise to get overall VVV score points. Sum the two to get overall VVV points.
So volume will help, but only up to a certain point. And it will help much more if the volume consists of standard+ sized deity games with every civ, rather than just as many duel games as you can crank out.
I think that addresses most of the stuff, and would be a simple formula that could get run on every table with a new entry when an update gets published. It'd look somewhat confusing for new players, but I think be understandable enough in practice. Play higher difficulties, standard+ maps, get more points. Get close to the top times on competitive tables = more points. Fill an empty table, get 30.1 x size/speed/diff multipliers.