The real problem with scoring is not the scoring at all, but the AI and the way that the end game tends to unfold. I will try to explain.
Stardock appears to place "cranking" at the top of its list of evils to be avoided. They may be right about that. At least under the current situation, players cannot crank VERY short, low difficulty games and outscore Maso players. If players do manage to score a quick, crushing military victory, they score a lot less, because the game ends early in the tech tree.
How do you stop the exploits? How do you stop players from milking the score in absurd ways? The old Tech Exploit was to win by military or cultural means, but stop and leave an AI one or two systems, then sit on that position while researching the rest of the tech to a tech win. That was THE highest way to score. How did they fix it? By adding a ratio factor to the pop scoring, and by nerfing Tech victory into the dirt.
The tech victory was not the problem. The population ratio solution helps, but it could be exploited, too. Suppose ALL scoring was tied to population ratios, the new exploit would be the terror star alpha strike, because that would leave the AI's in place until the final turn.
So why not penalize games that take longer to play? Well, because they you are encouraging cranking. If shorter games score more, players will hit Ctrl-N until they get a strong position from which they can dominate the galaxy quickly, and crank a bunch of these games, scoring more than anybody who takes on a harder situation that cannot be quickly defeated. Thus all the reward goes to cheesing the starting situation, rather than reflecting an accurate measurement of what was accomplished.
All the victory conditions have built-in loopholes anyway. Military victory can be had by terror star, without building any significant space navy. Alliance victory can be had by bribing the AI's to fight one another, or by setting all the AI's to the same starting alignment. Cultural victory can be had the most easily, because the AI's do not play the cultural game at all. They do not build cultural starbases, they will trade away their influence resources, and they do not respond to cultural aggression unless you place a base IN the same sector as their planets. Plus there is no effective limit on the number of starbases per sector. Tech victory can be had EASILY by turning off Alien Tech Win. As long as that is off, player can ALWAYS win by tech just by staying alive and avoiding a cultural loss. If cultural victory is turned on, players can avoid tripping it by being at war.
The bottom line in GalCiv is, if you survive the early phase, the game is over. Rarely, there might be exceptions to this, but they are the exception. Maybe five percent of my games. The AI is good ONLY at military strategy, and it is effective at that ONLY in the time period prior to planetary defenses, when invaders have a 5 to 1 or better advantage in the early game, and a few transports can wipe somebody out. The game is still losable if player blunders, but mostly not. I have not yet lost a game in which I've made it late into the tech tree. The AI is proficient ONLY at the early game strategy. Unless that is fixed, GalCiv will not realize its full potential.
Because essentially it DOES NOT MATTER after that point, for Maso players. Survive that early phase when the AI's are truly dominant and dangerous, and the game is already over. What's left is mopping up, in one form or another, and scoring more for this method over that one seems fruitless to me. It's all the same after that. Once there is NO POSSIBILITY of losing, the meaning of the game has come to an end. All that is left is either getting the most Metaverse Points possible, or ending the game as quickly as possible to move on to the next one, or a compromise combination of the two. Most players lean toward increasing the score. I lean more toward ending quickly, but I do give a nod toward score by avoiding tech wins (which score pitifully) and by avoiding quick wins in which the game ends early in the tech tree (which score pitifully). Otherwise I'm out of there as soon as the game will let me.
The real problem here is the inability of the AI to compete in the late game environment. Well, that's nothing new. That's the same problem the Civ3 AI has. It's HARD to write an AI for a more complex late game situation. There's more to manage, and the AI tends to ride high in the early game based SOLELY on bonuses handed it to it from a high difficulty level. Once those bonuses wear off, with astute players catching up over time, the AI just can't stack up.
Is there a solution to this dilemma? I don't know. But I do know that without a stronger late-game AI, most of this scoring discussion is moot anyway, because the scoring is not the root cause of the problem. The problem is the late game being too easy, in most situations, leading to players having the ability to pick and choose how to steamroll an already beaten AI, and players tending to choose the ways that score most.
- Sirian