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The Robo-Score is a multi-purpose points system similar to a standard scoring system. Most measures are relative to the grand total of some value in the cluster. The systyem has the following pieces:

Fleet Value
Relative to the hull weights of the ships multiplied by the number and tech levels of it's weapons.
StarBase Value
Relative to the cost in MC of building the starbase.
Spacial Territory Value
Relative to the number of square light years of open space that is totally controlled. Defined by the 'minimal triples' and planetary ownership.
Planetary Value
Is the average of three other components; Mineral Value, Natives Value, and Economic Value.
Mineral Value
Relative to the sum of the unmined minerals in the planet.
Natives Value
Relative to the population size and government of the natives that inhabit the planet. Amorphous natives count for double the standard value.
Economic Value
Relative to the number of Mines and Factories built on the planet.
Bonus Points
Are additional points that accumulate over time and include:
  • Ship kill points relative to Fleet Value of ship killed.
  • Homeworld occupancy points which are 2 plus 2 percent of victim's basic (non-glory) RoboScore.
  • Homeworld points lost to an enemy are subtracted from your points due to 'shame'.... negative glory.
  • Secret mission points. Each race has 'Holy' worlds and 'Relic' worlds they must either hold or take once. (not yet implemented)
  • Other misc items as suggested by players... balance must be kept somehow though.
So:
MV = 1000 * sum( unmined minerals in owned planets ) / sum( unmined minerals in cluster )
NV = 1000 * sum( native pop * govType * Amorph in owned planets ) / sum( same all over )
EV = 1000 * sum( mines + factories ) / max( 5000, sum( all mines and factories ) )

PV = sum( MV, NV, EV ) / 3
OM = min(ORD,6*max(TC,FC))/max(1,6*max(TC,FC)) FV = 1000 * sum( mass * (BT*BC + OM*(TT*TC + 12*FC) + 1) ) / sum( same all over )
BV = 1000 * sum( starbase costs, base + tech levels ) / sum( same all over )
SV = 1000 * sum( controlled sectionals ) / sum( same all over )
BP = sum of bonus points over time

RoboScore = sum( PV, FV, BV, SV, BP )

When all is said and done, each race will have a certain number of points. The race that controls, say... 50 percent of the total points... wins. The control can be personal or by proxy. The game value (which is the sum of the ranks of the players... with modifiers) is awarded relative to the RoboScore for the players that have control.

Some games will only use part of the score to determine rank. The default is to use all of the score. The letter P B F S indicate which parts are used.

RoboScore in more detail

My intent with RoboScore is to provide a scoring system that provides for the possibility of each race having a different master-plan. I also didn't like the equal value given to a top-of-the-line battleship and a low-tech scout in the original score. I felt that not all planets are created equal, and neather are all ships or starbases. To this end I considered "what makes them different". I also wanted to include a few hard choices... go for the points now, or do something that will assist in getting points later? Let's consider each in turn:
Planets:
Why do you want them? (a) Minerals, (b) Natives, (c) Structures. There could be other reasons, but I concentrated on these. The value of the planetary minerals are in the long term mining potential, as minerals on the surface are transportable and no longer add to the value of the planet (they have their own uses). Natives are valued for their tax revenue potential (and special abilities... which I haven't coded yet). And structures for what they produce. The combining of all these distinctly different factors required some form of scaling to put them on an equal footing.
For mineral wealth I took the total KTs of all minerals that are under the surface of all planets in the cluster as the base. For each race I total the mineral KTs under the surface of their planets, and divide by the total in the cluster, multiplied by 1000. So that if each and every planet was owned, the total 'points' would be 1000.
For natives I took the total population of the cluster weighted by happiness and government type as the base. Each race has control of a set number of these races, so add up the weighted sum of all the controlled populations, divide by the total base and multiply by 1000. Again, if every planet was owned, then the sum of the points across all the players will be 1000.
For structures I considered only those that produce an economic benifit... mines and factories. Summing up all the structures on occupied worlds would provide a base, but at the start of the game this base would be a bit biased so I impose a minimum sum of 5000 structures. Until the true sum exceeds 5000 structures in the cluster, the sum of the points would never total 1000.
The average of these three values I take as the value assigned to the planets for a given player. The fact that building mines leads to the depletion of your mineral potential is a fact that you just have to live with. As to building defense outposts... they have their own purpose. That of protecting your wealth. The rebel ground attack directly erodes the economic value... but increases the happiness of the natives... Mmmmmm.
StarBases
Starbases have many functions, and not all starbases are built equally. In the original score a low-tech starbase counted for as many points as a high tech starbase. Not extremely fair in my view. I decided to value the starbase on how much it took to build the thing. There are obvious bonuses to building over some of the special natives. As with the planetary values I sum the value of all the starbases in the cluster to take this as a base. For each race I sum the value of their starbases and divide through by the base, multiplying by 1000. If you improve your starbases or build more of them, then you increase your share of the points awarded for starbases... and decrease everyone elses... assuming that they are not doing the same!
Starships
The value of a starship is certainly not evenly distributed. There are several factors to consider: hull mass, beams, torps and fighter bays. I started by considering ships of equal armament... the heavier ship was worth more to me. Then ships of equal mass... the ship with the 'better' weapons was worth more to me. I decided to use a weighted sum to assess war fleet value. A ship would contribute it's mass weighted by the number and tech level of it's weapons to the value of the fleet. By adding up all the ship values in the cluster and taking that as a base for dividing into the individual players fleet totals, I could scale by 1000 to get another number that summed to 1000. I decided that the minimum base should be something like... 200,000 (a little low now that I think about it). I totally ignored the special abilities of each ship, as they have intrinsic value of their own that is more strategic than tactical. A damaged ship's fleet value is reduced, so better repair it!
In addition, a weapon without ammunition is not a weapon, so a ship with torp launchers that does not have torpedoes, does not get to count it's torpedoes launchers towards its value. The same goes for a fighter carrier that has no fighters. A warehouse full of M16 rifles without ammunition, is simply a warehouse full of oddly shaped clubs.
Space
This is totally ignored in the standard score, but I felt it has value. An empire is formed from a contiguous spacial sphere of influence. Also, all that empty space holds uninhabitable planets... (there's an add-on here, I can feel it! mining those unihabitable hunks of rock...). Planets that stand alone in space should have a key military value. To this end I've calculated the minimal triples to divide space into a set of triangular zones. The zones do not overlap, but their area summs to the area of the cluster map. There are levels of control over a 'zone'. Owning all three corner planets gives undisputed control of that zone of space. Being the sole owner of a zone also gives control over that zone of space (the sole owner implies that you own only one or two planets, but that the other planets are not owned). Any zone that is influenced by different races is not owned by either or any of them (unless this is a team game, then the zone is team controlled).
Summing the total available zones and dividing into the sum of each race's zone gives another number that summs to 1.000. Multiply by 1000 and you have another relative point score.
The sum of all four yeilds a total possible score of 4,000 points that are divided amongst the various players. As one player's total rises, another's falls. The wealth of the cluster accumulates to the winner.

To the base score there is also the bonus catagories. Shooting ships yeilds a bonus. Holding a homeworld yeilds a bonus. Other special missions *will* yeild bonuses (when implemented).

Ship Kill Bonus
The fleet value of a ship at the time of combat will yield a bonus. The bonus goes to both sides with double for ship destruction. In this manner if a mixed fleet fights a heavy ship, the various races each will earn a bonus relative to the amount of damage that they managed to inflict (but since they were themselves destroyed they more than likely give away as much as they receive). This rewards combat (even the looser wins).
Homeworlds
Not every homeworld is created equal. The larger the empire the more the value of holding the homeworld... (the harder it is to hold :-)). 2% of the RoboScore for the player whose homeworld has been taken is given to the taker as a bonus... and taken away from the value of the empire that has been enslaved. (I'm considering an add-on that would maintain a homeworld population as a shadow native population, giving tax revenue to the invader, and permitting the homeworld to be liberated... with half the clans dying in the conflict).
Special missions
Have not yet been coded. These are the holy worlds that give points for every turn that they are held by that race that holds them as special, and the special archaeological planets that give a bonus once for digging up the relics.
The overall victory conditions are again relative. The race that controls a certain defined percentage of the RoboScore (defaults to 65) wins. This control can be voted, so it does not have to be a personal ownership.
Victory conditions are stated as the percent of RoboScore controlled, the game being over when any single player controls more than the game limit for victory. The default limit is 65%. Without the voting process, a single player would have to control 65%+ of the RoboScore before the game would be over.

By voting for another player, you give that player 'control' of your RoboScore, and it gets counted as his for victory condition testing. He CAN'T vote your score to another.

The RoboScore is used to divy up the game points. One set to the original owner of the RoboScore, and an equal amout to the voted controller of the RoboScore. The first place player has the option of dividing the voted points amongst his allies, if he so desires. The split is equal, but only the voted points are split... his personal points stand as his own.


...A few pointers:

  • Planets:

    Amorphous worlds, if you can hold them they are worth double score.
    The value of the natives is scaled by their happiness. The happier they are the more the planet contributes.
    Mines and factories add to the economic value.

  • Ships:

    High tech beams and torps act as value multipliers. Sure, a fighter carrier only needs lasers, but the ship value is increased by high tech weapons.
    If you are in a carrier battle, and know you are going to loose ships by attrition... build them with lasers... the higher the ship value you build the more points you're giving to the enemy for destroying them.

  • Starbases:

    If you can afford the cash... increase the tech levels. The value of the base is increased by the tech levels. (And, I think the fighters still but there was discussion about removing that from the starbase value).

  • Open space:

    Yes it is worth points. The triples are the key. If you fail to take a single planet inside your territory, you're loosing points.