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Designing a scoring system

The best way to prevent milking the game is to design a scoring system where the perfect score is zero and you can only lose points.

Something to think about wink.

A strictly negative scoring system can always be translated into a positive one if you want to be wussy - it's really a system which HAS a perfect score. As an example of this imagine a game where you have to win by cultural victory. A milkable game is one where the total culture of your empire is used as the criteria - an unmilkable game is one where it's the culture in your poorest culture city (maximum culture of legendary - overflow not counted), minus 5000 points for every time you lost a city. In this case the perfect score is having legendary culture in your poorest city - in other words a 3-city Cultural Victory.

A perfect score system has the downside of the possibility of several people getting a perfect score - it's hard to declare a winner. But this isn't a problem if the goal is variantland and not competition, also perfect scores can be unattainable making a winner more likely. Of course a perfect score system isn't automatically good - if you're penalized for every land tile you don't control then that forces milking the game to acquire as much land as possible...
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Raven_Lore Wrote:What is maximum culture?

I was thinking you'd get this from the victory screen, i.e. the maximum culture of any city controlled by an opponent. In general, this concerns the 'feasability' I mentioned... you need to use values that are somehow easy to get at, not stuff like "the number of railroaded tiles in the world" although that would be kind of cool as well smile

Edit: But if you go down the road of implementing a scoring mod (or a scoring save-game processor) you could get really creative.
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