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-   -   Does anyone know the formula SEIV uses to calculate score? (http://forum.shrapnelgames.com/showthread.php?t=1541)

geoschmo January 22nd, 2001 10:50 PM

Does anyone know the formula SEIV uses to calculate score?
 
Do Dreadnaughts coun't for more points than Escorts? If so how much more?

Does it matter what components a ship has? Does my Cruiser loaded with CSM's get me more score points than my Long-range scout Cruiser filled with supply storage?

Do units count? If so, how much?

I am so full of questions today.... http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Kimball January 23rd, 2001 04:45 AM

Re: Does anyone know the formula SEIV uses to calculate score?
 
If you have SE III, the help file discusses the score calculation. I don't know if it is the same, but I suspect that it is farily close to SE IV.

Drake January 23rd, 2001 05:10 AM

Re: Does anyone know the formula SEIV uses to calculate score?
 
Ships and bases count based on the kt of the hull. Every 100kt of hull gets you 1k points. Resources, intel and research have a 1-1 ratio with points (1000 research = 1000 or 1k points)

Units, planets, population count for zero.
Techs researched count for some small amount, I haven't bothered to check out how that's calculated, but I think it depends on how much it cost to research the tech.

Hope this helps.

Puke January 23rd, 2001 05:23 AM

Re: Does anyone know the formula SEIV uses to calculate score?
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Drake:
Units, planets, population count for zero.
<HR></BLOCKQUOTE>

dont know about that, when i blocade planets the AI's score drops quite a bit, especially if all of their planets in a system are blocaded. i think it subtracts them from the 'has x number of planets and y number of systems' point total, however that is generated.


Tomgs January 23rd, 2001 11:44 AM

Re: Does anyone know the formula SEIV uses to calculate score?
 
Actually the score goes down when you blockade because resource, intell, and research production isn't generated on blockaded worlds. So all the point it gets from that go away if you blockade.

Also on how many points technology that has been researched gives you just start a full tech game and blockade an AI. They have between 300 and 400 points after the blocade so thats mostly technology points there. Not very much for all that technology and research time. If you are playing for score ships and bases win hands down. Bases even more so because you can support more of them with the same resource production base.

[This message has been edited by Tomgs (edited 23 January 2001).]

Nyx January 23rd, 2001 10:04 PM

Re: Does anyone know the formula SEIV uses to calculate score?
 
Yes, and there's a flaw in the score calculation where it doesn't matter what's on the ship, just the hullsize. So all destroyers are worth the same score, and all the baseships are worth the same, etc. Which is why we had to impliment a rule in our high-score contest about not building the biggest starbases (I forget the name) with nothing but a single computer onboard and mothballing it. Someone found out that in 150 turns he could build over 20,000 such stations and pull a score of 50 million points based off of totally worthless stations. So now our rule is you have to use the hull size chosen, meaning you can't put only 100kt of gear onto a dreadnaught, that's an escort design.

If you're not entering our contest and want a really high score, build big spacestations with master computers and mothball them. It's stupid but it works.

------------------
Compete in the Space Empires IV World Championship at www.twingalaxies.com.

geoschmo January 24th, 2001 02:51 AM

Re: Does anyone know the formula SEIV uses to calculate score?
 
Thanks for all the feedback.

I spent a couple of hours Last night trying out different games settings and I have figured out the fomula exactly.

I also have done some work on what combination of ship size to component arangement gives you the most bang for the buck in score to maint ratio.

I want to win the twingalaxies tourney though so I won't be sharing my work here until after it's over. MUUUUUHAHAHA-HA-HA-HA!

http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

Drake January 24th, 2001 06:31 AM

Re: Does anyone know the formula SEIV uses to calculate score?
 
Heh, good luck. I've done a few calcs of my own, and the biggest problem for me right now is how long it takes to process my turns because of all the ships in the game. I'm not sure I'll have enough time to finish a full 150. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

Seriously though, it doesn't look like the game restricts you to the setting for max # of ships in startup. Even if you restrict yourself to 2000 ships & bases combined, you should be able to hit 50M+ by turn 150 using the biggest space station with the first Version of the master computer and lots and lots and lots of organic armor (again Version 1) to bring the total to 1510kt.

At a cost of 6500m, 4430f, and 1000r, a huge world should be able to pop one of these out a turn. Large and medium worlds every other turn at least. If you set things up right, hitting 2000 ships is a feasible target. Now worrying about the infrastructure to support all those ships... Well, I think I'll wait until next month before mentioning that, heh.

-Drake

Drake January 24th, 2001 06:53 AM

Re: Does anyone know the formula SEIV uses to calculate score?
 
On second thought, I've changed my mind. In the interest of fairness, I'd like to point out, in case you weren't aware, that you can reduce your maintenance costs to ZERO by upping maintenance to 120% and selecting merchants.

I also take organce, adv. storage, and the +25% planetary shipyard rate. Factor in +20% research, +10% growth, decent mineral and farming and +28% const rate, and you basically can take out the AI in about 20-25 turns usually without firing on their planets.

I'd pick either the Sergetti or the Amon'Krie symbols to play with, because they only surrender if you have 50x their score as opposed to 10x their score. By using their art, you ensure you won't be seeing them.

Other tips for the contest would be to make sure you have a good balance of races for the different atmosphere types (check race symbols at beginning of game), have over 35 systems in your quadrant, have 15 or 16 total players in your game (forcing them to surrender ALWAYS), and use a spiral galaxy type.

The spiral galaxies are typically better connected, so your missile escorts can take the shortest route to your enemy's HW. Keep close eye on your score, when it hits 10x theirs, demand surrender. Once you hit 200k+, you'll typically be able to demand their surrender as soon as you meet them, without bothering to blockade their HW.

Basically once you wipe out the AI, you're only concerned with the amount of construction you can get done per turn, and the resources needed to support that turn's construction. With zero maintenance, it simplifies things so that you don't find yourself overextended on turn 120 or something. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif I'd basically suggest not bothering to research anything that didn't benefit either expansion, population growth on your existing planets(for higher construction), and resource production. Once those goals have been met, build the biggest size hull you can per turn, filled with organic armor.

I'll be interested in seeing what kind of scores you guys can generate with the tactic. I've been able to beat the AI in 16 turns with propulsion expertise, but not do that and keep the 0% maintenance, and the latter is more useful for purposes of the contest..

Keep me posted if you decide to give it a try & good luck!

-Drake

[This message has been edited by Drake (edited 24 January 2001).]

[This message has been edited by Drake (edited 26 January 2001).]

geoschmo January 24th, 2001 06:48 PM

Re: Does anyone know the formula SEIV uses to calculate score?
 
Good point about the spiral galaxies and using one of the Xenophobes as your own race Drake. That's two points I had not considered.

Zero Maint? I was using reduced maint but had not thought it all the way through to that extreme. That seems almost to be a bug if it is true.


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