 |
|  |
 |
|
Aeson
|
 |
orangesoda
Nov 2001 time: 22:21
|
|
Over at CivFanatics GOTM Forum there is a discussion going on about the scoring system for the GOTM. This is my initial proposal. As this is a scoring system that could be used for individual games, I thought it might be interesting for those not playing the GOTM as well.
I was hoping for some input on it from the fine minds here at the Poly Strat forum. Especially on the map/difficulty modifiers!
The attachment shows how the formula affects the GOTM 6-9 submissions. It is an Excel file, with a html version for those without an xls viewer. The map specifics were obtained by using MapStat on the 4000BC files.
---------------------------------------------------------
For game to game comparison, the map could be analyzed to figure out 'best' scores and dates, and player's results adjusted accordingly. This could be done before the game was released. All that is needed is a utility to extract the basic information (behind the scenes so the administrator can still participate) and make the calculations. The results would be released with the game.
Score
Score would be determined by the efficiency the player showed in obtaining the 'max' milking score. A bonus for early victory would then be added to keep milking and early victories both as viable options.
Objectives
- To determine the max milking score possible for the map
- To use that figure to modify the players score
AverageFoodPerTile = Food / FoodTiles
ClaimableFood = DominationLimit * AverageFoodPerTile
WorkingCitizens = DominationLimit
SpecialistCitizens = ((AverageFoodPerTile - 2) * DominationLimit) / 2)
MaxTurnScore = ((WorkingCitizens * 2) + SpecialistCitizens + DominationLimit) * Difficulty
MaxMilkedScore = MaxTurnScore * Landform
PlayerScore = ((GameScore - GameBonus) / MaxMilkedScore) * ScoreAdjustment
GameBonus = (2050 - PlayersDate) * Difficulty
Landform
Archipelago = ?.45?
Continent = ?.55?
Pangaea = .65
ScoreAdjustment = 10000 (arbitrary number to set a score in score form instead of %, this would result in a 'max' score [theoretically possible to exceed] of 10,000 for example)
Depending on the Landform (archipelago, continent, pangaea), another % of that is max 'milked' score. I'm pretty sure on the pangaea number already (65%) because of HOF attempts, and the others could be deduced from the plethora of well milked games that have been played in the GOTM's so far (excluding the dogpile game of course). It would give us a pretty decent max score to judge the games by, and would be a score that is available to the player as soon as they finish the game.
I think removing the territory portion of the score could also help to bring building back towards parity with early conquest then build. This way a size 6 city would be worth as much as 6 size 1 cities, though eventually more cities will win out (as they should). Population is dependant on territory, and so territory is counted twice (once directly, once indirectly through population) in the current scoring system.
Date
Date is a bit more difficult, but we can still come up with good estimates of a well played victory condition from map settings and difficulty level. Again, this is information that is available to the player before the game is played, and they can play accordingly. Instead of having to guess at what the adjustments will be once all is said and done.
Objectives
- To balance scoring by finish date
- To give a date bonus which is comparable between victory conditions
- To allow for comparison between maps and difficulty levels
Each victory condition would get a 'best' date for each map setting/difficulty combination.
code: Base victory condition 'best' dates: (standard continents map, monarch)
Conquest : 10AD
Culture (100k) : 1500AD
Culture (20k) : 1700AD
Diplomatic : 1300AD
Domination : 500AD
Spaceship : 1600AD
Difficulty Chi War Reg Mon Emp Dei
Conquest : -300, -200, -100, 0, +400, +600
Culture (100k) : -100, -50, -25, 0, +100, +200
Culture (20k) : -50, -25, 0, 0, +75, +100
Diplomatic : +150, +100, +50, 0, -200, -100
Domination : -300, -200, -100, 0, +100, +400
Spaceship : +100, +50, +25, 0, -100, -300
Map Modifiers Tiny Small Stand Large Huge Arch Cont Pang
Conquest : -200, -100, 0, +300, +400 +200, 0, -200
Culture (100k) : +300, +200, 0, -100, -200 +100, 0, -100
Culture (20k) : 0, 0, 0, 0, 0 0, 0, 0
Diplomatic : 0, 0, 0, 0, 0 0, 0, 0
Domination : -200, -100, 0, +300, +400 +200, 0, -200
Spaceship : 0, 0, 0, -50, -100 +100, 0, -100
EXAMPLE: Conquest/Emperor/Small/Cont
ConditionBestDate = 10 + 400 - 100 + 0 = 310AD
Of course all these numbers could use some refinement! (suggestions welcome) Also, it might be best to convert entirely into turns. 
After all the modification to the 'best' date for each victory conditions is done, a bonus (in score form, comparible to the ScoreAdjustment) is added based on how quickly the player was able to achieve the victory condition. With a decent balance in the modifiers, it should award a comparable bonus for a 'good' conquest as a 'good' spaceship victory, even on different maps or difficulty levels. Taking out the difficulty level comparison could be done if it was desired.
Bonus = ((2050 - PlayerDate) / (2050 - ConditionBestDate)) * ScoreAdjustment
ScoreAdjustment = same as in the scoring section, to equally weight score and date.
FinalScore = PlayerScore + Bonus
Conclusion
I know there is a lot of tweaking to do in a system like this, but even as it is, it should give a reasonable basis for comparison of different victory types within the same game, and even from game to game. There could always be more modifiers added (wonders, future tech, ect) as well. A utility to determine the score would definitely be needed. I could write one if necessary, though mapstat is already pretty much there if Chiefpaco would care to allow for it.
Each GOTM would be released with the following info: (example)
MaxMilkingScore = (would depend on the map generated)
Condition 'Best' Dates (Emperor/Small/Continents)
- Conquest = 310AD
- Culture (100k) = 1800AD
- Culture (20k) = 1825AD
- Diplomatic = 1400AD
- Domination = 500AD
- Spaceship = 1500AD
Attachment: static score formula.zip
This has been downloaded 2 time(s).
Last edited by Aeson on 21-08-2002 at 19:41
|
|
|  |
 |
|
alexman
|
 |
Hunt Valley, MD
Jan 1970 time: 00:21
|
|
Also, you have a typo in the formula for PlayerScore.
It should be
PlayerScore = ((GameScore - GameBonus) / MaxMilkedScore) * ScoreAdjustment
(otherwise PlayerScore can easily be more than ScoreAdjustment)
Last edited by alexman on 21-08-2002 at 19:45
|
|
|  |
 |
|
Aeson
|
 |
orangesoda
Nov 2001 time: 22:21
|
|
Here is a slightly modified modifier list. Added the 60/80 categories, and updated some others:
- base conquest to 200AD from 10AD
- deity diplomatic to -300 from -100
- emperor diplomatic to -100 from -200
- emperor domination to +200 from +400
- deity domination to +300 from +400
- large conquest and domination to +200 from +300
- low difficulty domination factors increase
- some domination land form modifiers softened.
- all 'tech' modifiers for diplo and space removed for < Monarch
- Spaceship base date was lowered by 20 turns to make for a better comparison with Diplomatic (40 turn spread instead of 60)
Updated the GOTM6-9 examples with the new values.
code: Base victory condition 'best' dates: (standard continents map, monarch)
Conquest : 200AD
Culture (100k) : 1500AD
Culture (20k) : 1700AD
Diplomatic : 1300AD
Domination : 500AD
Spaceship : 1500AD
Difficulty Chi War Reg Mon Emp Dei
Conquest : -300, -200, -100, 0, +400, +600
Culture (100k) : -100, -50, -25, 0, +100, +200
Culture (20k) : -50, -25, 0, 0, +75, +100
Diplomatic : 0, 0, 0, 0, -100, -300
Domination : -400, -300, -150, 0, +200, +300
Spaceship : 0, 0, 0, 0, -100, -300
Map Modifiers Tiny Small Stand Large Huge Arch 60/80 Cont 60/80 Pang
Conquest : -200, -100, 0, +200, +400 +200, +100, 0, -100, -200
Culture (100k) : +300, +200, 0, -100, -200 +100, +50, 0, -50, -100
Culture (20k) : 0, 0, 0, 0, 0 0, 0, 0, 0, 0
Diplomatic : 0, 0, 0, -50, -100 0, 0, 0, 0, 0
Domination : -200, -100, 0, +200, +400 +100, +50, 0, -100, -200
Spaceship : 0, 0, 0, -50, -100 +100, +50, 0, -50, -100
Attachment: static score formula.zip
This has been downloaded 3 time(s).
Last edited by Aeson on 21-08-2002 at 22:29
|
|
|  |
 |
|
seraphin
|
|
bremen
Dec 2001 time: 06:21
|
|
hmm....
its all a question of risk: on pangea ,deity ,small map you will be fastest but nearly always lose cause 1200 is AI domination...
for map size i would say:
-100,-50,0,+100,+200
for landform i would say:
-100 pangea
+50 archipel
but that does not make sence: archipel is of course much easier...
youre right about that balance...
if difficulty would be somehow transformed to time (in addition to its direkt effect) i would say(otherwise deity would of course be fastest):
and...
deity +100
emp. +25
mon. -50
reg. -100
chieftain -200...or....-a trillion? cant tell you anything about how easy it might be - very easy ?!?
i would give a big landmass a bonus....about +50 (60%) . -20 (80%)
but in the end it is all a about whee the 20k city is build:
how good the land is ,whether it is with or without ariver or a coast is even more important than the settings...
Last edited by seraphin on 28-08-2002 at 12:51
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:21. Apolyton Time is 00:21. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|