The VGAP4 scoring system / strategy consequences

Up to October 2000, the basic idea of the game was: Colonise the galaxy. Gather contraband / exploit colonists and natives for maximum cash. Mine planets for minerals for your ships. Build up technology levels so that when you meet enemy empires, you have better weapons etc. Since only about one in two to three planets has significant numbers of much-needed natives, contraband etc, there are plenty of reasons to squabble over territory. Destroy other players' empires. Have fun.

But! Tim has introduced a scoring system (see below) which introduces more options for winning than straightforward military ones.

Scoring System details: Default score needed to win is 1000 points, though this is configurable.

Beta users had been trying various winning conditions including the traditional "fight until there is a clear winner" method, but Tim felt this could be improved and introduced a mostly non-military victory system. He had noticed that: oddly many, non-military victory points encourge fighting. . . . and military victory points discourage fighting. Points are currently scored as follows. The points accumulate over time. If you score a point you keep it:

The overall philosophy is that there is more than one way to win: the score system tells you an empire is doing well, but you have no way of knowing exactly what they are doing. Do the natives love them? Do they have 20 allies? Are they king of the hill? Are they hiding the the corner growing colonists like crazy with a very weak war machine, building just farms and not cities? If you want to know you must scout them out.

I was worried that these criteria could conceivably lead to stagnation and fence sitting. I like a bit of a punch-up every now and then. But on reflection, this could work well. Although the system will undoubtedly be tweaked in future, e.g. by introducing optional AND / OR conditions, it already encourages you to go out and clobber people doing better than you.

Another side effect of this system is that it may reduce dropouts among players who are "losing". In VGAP3, games are plagued by players who lose interest when they cannot win [militarily] and just don't send in turns. But now, the winner has reasons to be merciful:

Comments from Jon Nunn:

Afterword, 4 years on:
Some people asked for unique victory conditions and other ways of winning other than beating up the enemy, as an option. (I.e, if someone is losing a war but meets a secondary winning condition, they may get reinforcements.) Tim hasn't had time to code this yet, and may not get round to it because with 20 or so races, it proved tricky to think of fair, yet unique types of winning condition. If Borg get a VP for assimilating a million enemies, what would be a balanced alternative for other races?

My impression is that about 30% of games use the VP system to decide winners,often "whoever has the most VP's after X turns". But most have other metrics such as "last man standing", "holding King of the Hill planet for 5 turns in a row", "first to control 50 planets", "until everyone acknowledges you have won". I have even played in one which was judged on how entertaining your banter was!