The scoring system built into CIV III is good for rating 2 things, population and territory. The bonus for early victories is next to useless though, as an 'early' conquest will almost always come well before an 'early' Space Race victory played with comparable skill. The bonus formula treats all victory conditions equally, and doesn't compensate nearly enough to compete with milking except on very small maps.
So, in an effort to give a more appropriate score to judge the performance of game play, I have created the PAS (Proc Adjusted Score). The main purpose of this scoring system is to adjust the score to reward those who complete a victory early. It also takes into account what type of victory. One thing that should be pointed out early, is a Defeat of any type your CIV score will equal your PAS Score, because you lost, no adjustments are made. A java applet version of the this formula is available here.
Here is the Formula for PAS:
PAS = CIV Score + Turn Bonus + Victory Bonus
CIV Score is your Civilization Score at the end of a completed game.
Turn Bonus = ((Base Map * Land Mass Percent * 3 * Turns Remaining) / 540 ) * Level Multiplier
Base Map is the Size of
the Map. A standard map is 100 by 100, so the Base Map is 1000. Size
Tiny = 60 * 60 = 3600
Small = 80 * 80 = 6400
Standard = 100 * 100 = 10000
Large = 130 * 130 = 16900
Huge = 160 * 160 = 25600
Land Mass Percent is the percentage of Land. The setup screen ask the water percentage (60,70,80), so you can easily see the land percentage (40,30,20), which is multiplied as a decimal (0.4,0.3,0.2).
Turns Remaining is 540 (max turns) minus the turn in which the game ended (victory was achieved).
Level Multiplier is a value that helps control the value of score based on
the level being played. The CIV score contains a similar multiplier, which
is why scores increase with each level. The levels are based on the levels
in Conquests, which means, if you are playing Play to World or the original, it
is better to use Demigod value for Deity to prevent over inflating early
victories. The level values are:
Chieftain = 0.25
Warlord = 0.50
Regent = 0.75
Monarch = 1.00
Emperor = 1.25
Demigod = 1.50
Deity = 1.75
Sid = 2.00
3 is multiplied because each territory square is counted as 1, plus 2 for the happy worker on that square.
540 is the total number of turns, and you are looking for an average per turn to add in addition to the CIV Score.
Victory Bonus = (1000 * Turn Multiplier * (Level Multiplier * 4)) + (1000 * (Level Multiplier * 2) * Map Victory Reduction)
Turn Multiplier = (540 - Victory Turn) / (540 - Ideal Turn)
|Victory Type||Accelerate Production Ideal Turn||Non-Accelerated Production Ideal Turn|
|Culture 20K (OCC)||390||485|
Level Multiplier is the same as listed above, except it need to have a greater impact so it was multiplied by 4.
Map Victory Reduction is used to give a reduced bonus to those who win with an easier victory based on the map type.
|Culture 20K (OCC)||1.00||1.00||1.00|
1000 was an arbitrary value that seemed to give an appropriate bonus to the scores.
This scoring system was designed mainly for use in my competitive games and works best when all players are playing the same game. There should be a reasonable comparison in score between games played with similar settings (accelerated production, level and map). This scoring formula is currently in version 1. It adjusts your overall score so that it gives the most benefit to those games that complete early.