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 Building Game Scoring 
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Unread post Building Game Scoring
Criteria for winning a building game:
What is it? I have looked and looked and can’t seem to locate any objectives. In the 4 games that I have played that are building games I have yet to see a winner declared. So other than just building and building more what’s the point if you have no way of knowing if you won or not. Knowing all players / corp assets would be interesting. Plus gauging where you standing against other corps. And then seeing what and how others did to get where they were at the end. Hosting this info on a webpage not necessarily showing all the numbers but the scoring system I personally think helps determine if you are working hard enough.

Assets:
1. Cash On Hand in Citadel / 100M (weighted from 1:1B to 1:100M)
2. Planet Owned (L6=6pts, L5=5pts, L4=4pts, L3=3pts, L2=2pts, L1=1pt, L0=0)
A. Metal 5 points
B. Organics 4 points
C. Volcano 3 points
D. Earth/Mnt 2 points
E. Others 1 point
3. Planets Production Scoring
A. Ore – Lowest 1:1 / 1M
B. Org – Middle 2:1 / 1M
C. Equip – Highest 3:1 / 1M
4. Figs 1:1 / 1M

Might be other criteria as well but for a building game a matrix such as this could determine a winner. Plus some categories should be weighted to carry more influence, but to build a score card we have to start somewhere. There should be 2 categories individual and corporate. But no player that had been part of a corp would be eligible for individual winner.
Most of the info I used came from Proms Corporate Asset program other than the Count of Planet Types unless of course I missed a setting.

Please others chime in, I am interested if I am the only one wanting this information?


Attachments:
C1 Score Card.xls [19 KiB]
Downloaded 321 times

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T0yman (Permanently Retired since 2012)
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Mon May 25, 2009 7:01 pm
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Unread post Re: Building Game Scoring
I wrote a script a long time ago that would get all assets in a game from T-edit to be posted when a game was over. I could get it to work w/o any problems but others seemed to run into some issues.

It included values for
cit levels L1=40k,, L2 60k and finished with an L6=1M
planet product (ore 1 unit = 65, org 1 unit = 90, Equ 1 unit =120
planet shields and figs
ship valued at purchase price
holds, shields, and figs on ship valued
grid value was also assigned
treasury of cits

It is a pain in the butt script to write because T-edit just seems to cause strange problems. I might be able to rewrite it since I've learned a few new tricks since then working with T-edit and with TWX for that matter. One thing you can't get is the upgraded ports a corp might have unless you assume they are working it based on a fighter in the sector.

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Mon May 25, 2009 8:10 pm
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Unread post Re: Building Game Scoring
Interesting I have never seen that script. If there is one out that could be used it might prove to be of value. I just know that playing a game for 11 months and not knowing where you could improve is getting frustrating. If you have the time I am sure it could be put to good use.

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Mon May 25, 2009 8:17 pm
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Unread post Re: Building Game Scoring
Script sent, use on a test or archive game first. I "think" it is the right script.

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Mon May 25, 2009 8:50 pm
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Unread post Re: Building Game Scoring
Usually in a building game the idea is to build an empire that nobody could take out. That would normally mean number of planets, figs onhand, cash onhand not so much ships onhand unless you're building an invasion fleet also. Building games started out with the idea that after awhile, the corps would start attacking each other. Taking out their ships and taking over their planets. Then the last corp standing won the game. But that's the rub. In a lot of building games the competition loses interest before the battles begin and it's usually 1 corp left who invades all that real estate now owned by the rogue mercenaries or that corp also loses interest and leaves before being declared the winner.

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Fri Jun 12, 2009 11:11 pm
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Unread post Re: Building Game Scoring
Ahab I would agree but usually by the time people start attacking there is no way to get in a gate.. as an example we had 1300 planets over 1/2 were L6 H's we could rotate out daily so unless other corps started mega corping not really a way to get in. So for most of us it is smaller corps get ate up by the bigger corps unless there is an alliance of some sort. So the only way to declare a winner would be to count the assets since it is a building game the primary objective is to build not seek out and conquer.

Sysop says he will have a declared winner either today or tomm so then we can see how we did compared to others. Always interesting to find out with everything being equal who used what they had to best of their ability.

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Sat Jun 13, 2009 8:04 am
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Unread post Re: Building Game Scoring
T0yman wrote:
3. Planets Production Scoring
A. Ore – Lowest 1:1 / 1M
B. Org – Middle 2:1 / 1M
C. Equip – Highest 3:1 / 1M
4. Figs 1:1 / 1M


I can see giving a value to fuel ore as it has defensive value, but unless they convert the organics and equipment into cash, it's more of a liability. There's been many times where I've recouped the cost of an invasion by selling off product from a full planet. You can't win a battle by throwing organics and equipment at your opponent.

Perhaps a better measure would be to generate overall defense and attack scores based on the equivalent # of figs using current fig prices.


Sat Jun 13, 2009 11:22 am
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Unread post Re: Building Game Scoring
Scrat wrote:
T0yman wrote:
3. Planets Production Scoring
A. Ore – Lowest 1:1 / 1M
B. Org – Middle 2:1 / 1M
C. Equip – Highest 3:1 / 1M
4. Figs 1:1 / 1M


I can see giving a value to fuel ore as it has defensive value, but unless they convert the organics and equipment into cash, it's more of a liability. There's been many times where I've recouped the cost of an invasion by selling off product from a full planet. You can't win a battle by throwing organics and equipment at your opponent.

Perhaps a better measure would be to generate overall defense and attack scores based on the equivalent # of figs using current fig prices.


True but as you just stated you recouped cash from an invasion so it is an asset since I currently own it and it could be converted to cash it should be considered as an asset for me ;) Everyone seems to be wanting to use a normal type scoring but the whole purpose is to buildup not conquer like a normal TW game so you always have an excess of product that can not be sold off with the 500 fig sector limit that we are forced to. with only 500 sector that holds to only being able to use 500 Ports to sell product and a 25% regen we can never keep up with a max of 125 ports a day.

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Sat Jun 13, 2009 12:47 pm
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Unread post Re: Building Game Scoring
You might want to read this thread. I believe it includes the values used in the game valuation script.

viewtopic.php?f=14&t=20242&hilit=game+stalemate

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Sat Jun 13, 2009 1:54 pm
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