|
index last updated by cracker – July 3, 2003
"Divine
Intervention" Qsc20 for Civilization III
This Quick Start
Challenge is a bit unique, because it is the first QSC game that includes
submissions from three different classes of game played on the same map. Our
process for scoring and analyzing Qsc20-Spain focused first on individually
scoring all of the games using the same QSC scoring system that everyone has
become familiar with. The raw scores have been retained in the scoring
spreadsheet and in the results table.
Then we used the QSC
scoring system to evaluate how much value would be assigned to the starting
unit bonuses for the Conquest Class game. Conquest Class players were given the
following additional points at the beginning of the game just by virtue of
having some extra tools to play the game:
·
3
Treasure Chests worth 10 shields each = 30 pts
·
25
extra gold units in the starting treasury = 25 pts
·
1
extra starting worker = 30 pts
·
1
extra town (carried by the extra settler) = 20 pts
·
9
extra tiles of territory (carried by the extra settler) = 36 pts
·
1
extra happy population point (carried by the extra settler) = 25 pts
These starting 166 points
may not have seemed like much, but the real added benefit came from the
accumulated extra power output from the extra city available from the very
beginning of the game. The average player would have moved the second settler
at least a space or two, but after the extra town was founded it would start
producing extra food, shields, and gold that would accumulate to add to the
power of the player if managed properly. As the town would grow and spin off
additional workers and/or settlers the added power per turn would increase as
the QSC progressed.
|
Turn numbers
|
Turn count
|
Power Points per turn
|
Total Gained Power
|
|
1 to 10
|
9
|
6
|
54
|
|
11 to 20
|
10
|
9
|
90
|
|
21 to 30
|
10
|
11
|
110
|
|
31 to 40
|
10
|
13
|
130
|
|
41 to 80
|
40
|
14
|
560
|
|
|
79-77
|
Total
|
944
|
The total value of having
the additional city would add at least 944 additional power points into the QSC
games for all players who played the Conquest Class game if they managed their
bonuses reasonably well. Taken together with the 166 points of starting bonuses
this extra 944 pts of power output would add up to a total QSC point bonus of
1110 points that would need to be adjusted back out of the game to measure how
many QSC points that the Conquest Class players actually accumulated in the
game.
We also used the QSC
point system to analyze the missing point totals that would need to be added
back to the Predator Class games in order for their scores to be equivalent to
all other QSC games. Although there is no scoring benefit or reward for players
to play the predator class game, it is necessary to add this point differential
back toward all the predator scores to allow them to be used as reference
points for all other players. The predator games had the following penalties to
overcome:
·
1
fewer technology valued at its future trade value = 257 pts
·
25
fewer gold units in the starting treasury = 25 pts
·
Minimum
impact of raging barbarian encounters = 90 pts
The total scoring bonus
required to bring the predator games up to a minimal equivalent level would be
372 points.
Timeline packages:
A thru F (359kb) · G thru R
(432kb) · S thru Z
(316kb)

Results
Groupings
The results of this QSC
were grouped for comparative analysis but left in the single results table
because this one table emphasizes the clear superiority of one major approach
that emphasized exploration, expansion, commerce, and trade. The groups were
specifically chosen to have nothing to do with Conquest, Open, or Predator
Class games and could theore
The 6 Groupings of Games in this Qsc20 are:
Group 1 - Over Defenders - Players who
committed too many resources to building immobile defenders and/or spearman at
the cost of exploration and growth in other areas. The “Immobile Defender” or
fortress unit in this game was designed to boost player confidence and give
players the option for specific early point defense at a few key locations.
Players that built more than 3 to 5 of these units could have slight skewed the
power perception of their enemies, but not enough to offset the long term
damage of lost resources that should have been committed to other more
important projects.
Group 2 - Swordsmen Military - Players in this
group had early commitments to swordsmen used for offensive purposes or active
defense.
Group 3 - Players with Lots of Warriors -
(probably headed toward a mass swordsman upgrade strategy of some kind). There
is no implication that lots of warriors might be any different from early
swordsmen, but in this game the tech pace may have been fast enough to indicate
that mass upgrade strategies might have needed to be in progress 20 to 25 turns
earlier than under typical Emperor or Monarch pace issues.
Group 4 - Players on an Early Horse Path - the
game setup for this game provided instant visibility of the Horse resources so
that players could make early decisions to incorporate the decision to either
pursue a horse based offensive path or stick with the iron based swordsman
upgrade path.
Group 5 - Aggressive Explorers, Expansionists, and
Commercial Traders - Before the game began and without any foreknowledge
of the game, Moonsinger had perfectly perceived that the key early skill in
this game would be leveraged technology and influence trading. The foundation
of success in this area is lots of early contacts plus commerce, commerce,
commerce that comes from lots of population and low population, high happiness,
low corruption towns.
Group 6 - unclassified games.
You may download the entire data table summary for all
the valid QSC submissions in an Excel spreadsheet to help with more detailed
discussion and analysis which some of the more experienced players should be
able to help provide.
This is the second month in
a row that we can say “Too much moving around at the start of the game can just
eat up resources if there is not some clear negative in the start position that
should be remedied.” This point is made in the “Improving Your Opening Play Sequences” article where we
emphasize that we should not necessarily be searching for the perfect hidden
object under the fog. What we should be doing is trying to gain as much
information as we possibly can about our starting position to facilitate
answering the question "Is this position bad enough compared to the
expected adjacent squares such that it would justify a move." If we can
see something that we like better then we should be able to move, but in other
cases we should settle and get on with business.
Well managed sequences of opening turns could settle right at the starting
position or move onto the hill and achieve almost the same outcomes when
combined with well chosen second and third city locations.

One issue that was raised in considerable debate during the pre-game discussion
was the issue of how a sequence of two 40 turn minimum research gambits plus an
opening settler move of 1 square would miss the QSC cutoff date by one turn.
This game clearly shows examples where it is possible to do much better than
just the two 40 turn research gambits by maximizing the benefits of your
commercial power and taking advantage of early trade brokering opportunities.
The tech leaders in this game were clearly well beyond any expected limits of
the two 40 turn research gambits and all through the power of aggressive tech
trading and back brokering.

You are again invited to
view the timelines from this Qsc20 for this Continents style Deity game and ask
questions or present your own constructive observations and conclusions in the
accompanying forum discussion thread.
Congratulations
again to all the players, supporters, and other participants in the GOTM games,
Cracker and the GOTM Staff

General
Summary of the Qsc20 game conditions
Quick Start Challenge 20
(Qsc20) is an alternative submission game that allows players to document the
opening play sequences of their GOTM games through the end of 1000bc and then
earn extra recognition by submitting a save file plus and accompanying timeline
of the events from the start of the game up to that point. Players are free to
continue playing the same game and submit the results for full competition as a
completed game in the GOTM.
Gotm20 was a Deity level
Civ3 game with the Humans playing Spain from a rich terrain start
position with rivers, food bonuses and nearby luxury resource on a standard
sized Continents map with 10 rivals. Players began the game without knowing the
specific landmass configuration and could quickly discover they were on a large
donut shaped continent with lots of room to expand and an assortment of 6
neighbors with grumpy dispositions. One nearest neighbor was Industrious France
but the northeast direction was potentially protected by a narrow set of choke
points that could be blocked and defended against the aggressive English and
Celts. Again the game design provided for a raging opening tech pace and lots
of trading and conflict. Seven out of the ten rivals were clear early threats
to the human player and RNG outcomes fueled by the inherent random instability
of deity level AI behavior would always lead to two or three of the AI players
being very aggressive in the early game.

Special
Recognition Awards for Qsc20:
"Pacesetter" awards for the game are granted to all top eleven finishers
who set aggressive paces of population growth and expansion balanced with
strong technology, infrastructure, and unit development:
Snaga, Qitai, Ambiorix, DaveMcW, acivguy, Alexman, SirPleb, Smirk, mr_ego,
dianthus, and Bremp (a fantasy dream team of four experienced veterans, four
strong emerging players (some in their first QSC) and three fantastic newcomers
to the QSC Game format.
We would also like to recognize the following special award winners selected
from the content of the submitted timelines and save game files:
The “Warmonger’s golden erection award” - Zamint3 for 705 points mostly tied up
in 26 immobile defenders. Fourteen of the top 30 games in terms of military
unit power were from Conquest Class games where players may have overbuilt
military at the expense of power in other forms through expansion of territory
and population.
The “Techmonger’s Ivory Tower award” - This was absolutely a fantastic result that
clearly demonstrates a major difference between the command of tech research
and trading opportunities demonstrated by the Open Class and Predator Class
Players. The award goes to Qitai with 4457 technology points and being the only
player to gain the first technology into the Medieval Age. With only one
exception, the top 20 technology scoring players were in the Open and Predator
Class games. 50% of the bottom twenty scoring technology games were from
Conquest Class players.
The “I Cramus Maximus
award” - goes to Ronald at 9.2 tiles per city but with all the land available
in this game it is hard to expect anything remotely like and ICS style
approach. Ronald’s game was scored in fifteenth place overall, primarily due to
only moderate tech progress and only a moderate combination of population and
worker count.
The “Not So Happy Camper”
award for building the fewest number of buildings or improvements - was won
hands down this month by RufRydyr who seems to be on the deliberate hunt to earn the first
ever recognition as the player to earn every possible award in the QSC at least
once.
For more details as to
how these special awards are determined you can visit the QSC Scoring and Awards webpage.

Results Summary:
All
of the save games may be downloaded from the alphabetical player menu that
appears in the right hand sidebar for all pages of information related to this
QSC game. Remember that the timelines are grouped into four alphabetical
packages which can be downloaded from links shown above and in the menu to the
right of your screen.
Note that Timelines are now required for all QSC games.
Download the complete score sheet in an Excel
Spreadsheet.
|
R N K
|
|
|
|
Units/
People Points
|
Bldg
& Infrastrct Points
|
Tech
Points
|
Raw
Pwr Points
|
Rankd
Pwr Points
|
Total
pop
|
Points
to Global
|
Grp
|
|
1
|
p114
|
open
|
snaga
|
1790
|
4384
|
2542
|
8716
|
8716
|
42
|
20.0
|
5
|
|
2
|
129
|
open
|
qitai
|
2335
|
1774
|
4457
|
8566
|
8566
|
52
|
19.6
|
5
|
|
3
|
p114
|
open
|
ambiorix
|
1360
|
3386
|
3575
|
8321
|
8321
|
32
|
19.0
|
5
|
|
4
|
p121
|
pred
|
DaveMcW
|
1677
|
3153
|
2714
|
7544
|
7916
|
35
|
18.1
|
3
|
|
5
|
p121
|
open
|
acivguy
|
1695
|
3766
|
2337
|
7798
|
7798
|
39
|
17.8
|
5
|
|
6
|
p121
|
open
|
alexman
|
2350
|
2333
|
2954
|
7637
|
7637
|
49
|
17.5
|
5
|
|
7
|
p121
|
pred
|
SirPleb
|
1260
|
2632
|
2925
|
6817
|
7189
|
33
|
16.4
|
5
|
|
8
|
p121
|
open
|
smirk
|
1240
|
3246
|
2690
|
7176
|
7176
|
30
|
16.4
|
5
|
|
9
|
p121
|
conq
|
mr_ego
|
2025
|
3150
|
2947
|
8122
|
7011
|
45
|
16.0
|
1
|
|
10
|
p121
|
conq
|
dianthus
|
2605
|
2513
|
2947
|
8065
|
6954
|
55
|
15.9
|
|
|
11
|
129
|
open
|
bremp
|
1559
|
2443
|
2947
|
6949
|
6949
|
38
|
15.9
|
|
|
12
|
p121
|
conq
|
Forged
|
1872
|
3082
|
2947
|
7901
|
6790
|
48
|
15.5
|
5
|
|
13
|
p121
|
open
|
green_light
|
1705
|
2131
|
2910
|
6746
|
6746
|
37
|
15.4
|
4
|
|
14
|
129
|
open
|
mark_cutt
|
1730
|
2068
|
2931
|
6729
|
6729
|
38
|
15.4
|
5
|
|
15
|
p121
|
open
|
ronald
|
1515
|
3223
|
1951
|
6689
|
6689
|
35
|
15.3
|
5
|
|
16
|
MAC
|
open
|
tao
|
1675
|
1989
|
2959
|
| |