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Jexal -- there is a very complex economic model underpinning the game, but this one is easy. Spending your money on social improvements that increase money and morale earns you *increadingly* more money in the long run -- growth produces increased tax base produces growth.
LDiCesare -- it is a common misconception that the various scores on the summary screens somehow affect the final score. They don't.
Here is the text on scoring (I'm sorry I don't remember who to credit (from the 1.05 era):
Difficulty Level:
The base score is based on the intelligence of the various computer players. This makes up the vast majority of the score. There is a slight bonus for playing as the opposite alignment as most of the players for most of the game. It looks at each turn and then looks at how much you are different each turn. But it's a relatively small adustment.
Galaxy Size:
There is a moderate adjustment based on galaxy size. But not much. Gigantic galaxy vs. tiny will be about a 3 to 1 difference in scores if all variables are the same.
Population:
Population is looked at but its value decreases as the game progresses. It is Population P / Turns N ^2. You're actually better off having a pretty good population earlier than having a huge population later and sitting on it. You're not penalized for having long games though, you simply don't get additional points at a certain point. That said, population is a relatively minor part of the scoring. It also takes into account what percentage of the total galactic population you have that turn. That is, your score is then modified by 100% - your percent of the population. So if you have 90% of the galactic population, you're only going to get 10% of the population score that turn.
Technology:
What percentage of the technology tree you have acheived and how fast you get it are added in. A fairly modest bonus but it's still lookeda t.
Economics, Trade Goods, Wonders, etc.
These other things are looked at and a few points added. They won't make that big of a difference (on a 15,000 point score they may add a few hundred points total).
Victory Condition:
Then the victory condition is looked at. The score is multiplied by it. Conquest = 10. Alliance =9. Culture = 8. Technology Victory = 7 (bear in mind that this is partially made up for by having a higher percent of the tech tree completed bonus).
Notes:
You're best scoring scenario is to win but not win too quickly. The system is designed to appeal to the mass majority of players, not the top 10 players. As a result, we want to create a system that rewards people for playing the game as it was designed to be played. That means your best bang for the buck will be games that are medium in length. You get serious diminishing returns. Sitting on 90% of the galaxy for turn after turn is not going to net you more points. You're not penalized either but you're not rewarded for having a huge population if you've got the game wrapped up. On the other hand, win the game in say year 3 due to some specific strategy won't net very good scores because you haven't had time to build up other parts to get multiplied by.
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Thanks Maxti. I first saw that first posted by Ray the Wanderer and I think this is attributable to the Precursor, himself, Brad the Frogboy. It dates back to at least early summer, maybe earlier.
There have been some comments as to whether alliance is really 9/10 of conquest or culture is 8/10 or tech is 7/10 but this is a good reference for sure. Thank you.
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My opinion is that the alignment bonus and the victory condition scoring are buggy.
I'm with Maxtipherous in not believing that the summary screens have anything to do with scoring in its current iteration.
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#38
by Citizen LDiCesare - 11/7/2003 8:56:50 AM
Here is the text on scoring (I'm sorry I don't remember who to credit (from the 1.05 era): |
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The problem with that text is that if you win a game by tech and then replay it to an alliance on same turn, you can see a difference that is not consistent with what's written there.
Anyway:
Economics, Trade Goods, Wonders, etc.
These other things are looked at and a few points added. They won't make that big of a difference (on a 15,000 point score they may add a few hundred points total).
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| means economics (including leases...) may have an impact, but we don't have any idea what. From my experiments, their effect is bigger than the population effect. If they didn't exist, it would be a good idea to give some population/planets to your allies in order to increase your relative population (the formula exposed by Brad means the best pop score you get is if yu hvae 50% of the galactic population). This is false, therefore, the 'small factor' doesn't look so small.
Jexal, can you compare a game with leases and one without and see the difference? I believe too many other parameters would vary so the comparison would be inaccurate.
I do not think leases have an effect, but I think noone can rule it out.
[Message Edited]
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Vincible: Two words: Democratic Lithovores. None dare opposse my rock-eating freedom lovers.
I tend to push forward on the governments, as long as I think I've the economy and morale to do so. It's like anything else in this game. I don't mind the lack of texture so much. I don't mind the government thing being an absolute deal maker/breaker, or rather I prefer it this way, where it's not so powerful.
See, that's my thing in the MOO2 race pick notion - in GalCiv I can't break the picks that are "obvious" for my game. Money is key because money does everything.
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#42
by Citizen haskellal - 2/10/2004 1:26:36 PM
When i recently switched from republic to democracy, my net income went down 400 bc this seems to be antithetical to the economic boost that that you get from upgrading gov'ts
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