We've been analysing Metaverse data and while the scoring was taking the game turn into account, it clearly isn't enough.
That is, even if you're taking the game turn and dividing the score by that, one can still sit on a lead indefinitely.
So for 1.1, the game turn will be squared so that it has a much more significant impact. In addition, the difficulty level will be applied exponentially.
Existing Metaverse scores posted will be retroactively modified. So, for instance, that 4million score that someone got by playing the system will end up being 13,300 instead (though we're going to delete the score entirely since it was a clear case of abuse).
In terms of Metaverse scoring, it isn't just the faster you win, there's a sweet spot where you maximize your civilization's various strengths. I.e. if you were to win on the first turn, that wouldn't really give you a great score because you haven't accomplished much. I don't know what that sweet spot is.
The scoring system works as follows (in 1.1):
Each turn your population is taken, then multiplied by the difficulty level to the 1.1 power. That amount is then divided by the game turn. The final result is taken to the square root.
Then your research score is taken into account in a similar way.
And economic history.
And military history.
Overall, population probably counts a bit more than the others.
What's new in 1.1 is the difficulty level being taken to the 1.1 power and that this overall score is then divided again by the game turn.
However, so that scores don't get ridiculously small, we are multiplying 1.1 games by 10. So there will be an advantage to using 1.1 over 1.0x at that point.
This will start with this week's beta of 1.1. We plan to release 1.1 final early next week.