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:
- -1 If you are at war with anyone after turn
25
- +1 For every active empire that you are not
at
war with after turn 25
- +1 For each planet with a population of
more
than 1 million
- +1 For each planet with a population of
more
than 5 million
- +1 For each planet with a population of
more
than 10 million
- +1 For each native that votes for you (Only
one
vote per native race, not per planet. There are 10 native races so if
they
ALL like you you will get a maximum vote of 10 votes. Only natives with
happiness above 69 count in the voting, their voting weight is
happiness
times population. The votes from all bases are summed up and the empire
with the most votes gets just one victory point per native race.)
- +? For special race based bonus points
(None
active at this time)
- +7 For being the "King Of The Hill"
You must have the only ship at a special planet after turn 25
- Any of the above can be turned off by the
Host
using Hconfig.exe. The King of the Hill planet is any planet
the
host names. The number of King of Hill victory points can be changed in
hconfig.
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:
- He could bully his weaker neighbors into
paying
a VP "tribute". "Ally with me so I get an extra VP per
turn or I will destroy you." This will, of course, give the weaker
people a breathing space to rebuild...
Comments from Jon Nunn:
- I think each side only gets the 1 VP if
both
declare each other to be friends.
- He could force them to provide them free
hull
plans or ships, cash, provide free fighters, join them against their
enemies,
or whatever else the victor wants.
- It should also give the defeated person
some
leaverage back, if you don't give me back some breeding planets I'm
going
to drop out and you won't get any more 1 VP's per turn from me.
- Also, with alliance ship commands, a player
that's
tired of managing his huge fleet can let the defeated person who has
little
to do help manage portions of his fleet for him knowing he can take
control
back.
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!