As I see it, there are really 2 issues here:
1. VPs reward players for playing certain nations (Noldo, Corsairs, WW, etc.)
2. VPs reward players for anti-team play. (Keep the Noldor out of the fight altogether. Build up Character ranks, a huge treasury, and lots of artifacts, and just before other players win, take some points from other highly placed players on your team by challenging their chars, stealing away gold, or taking their pops.)
Your system discourages #1, but if anything, encourages 2. It means that players interested in winning as the noldor need to score SIGNIFICANTLY more points than the norm for a nation who normally comes in first anyway.
Better might be a running talley for points scoring in current categories, like:
Current # of soldiers + total number of enemy soldiers slain.
Current character points + total points of enemy characters slain.
Current treasury + total amount of gold/resources given to allies.
Current pop center levels + total enemy pop center levels destroyed + total levels of pop centers given to allies.
With perhaps extra points awarded for other team contributing activities (like points for locating enemy characters with ScoChar, to keep QA and Woodmen from being run over by nations actually doing the assassinations.)
So the winner would be the nation who was most effective in fighting the enemy. Then maybe a standard deviation system such as the one you suggest to keep the scales balanced. Make the noldor and other top nations race to be first into battle to kill as many enemies as possible, and give all their spare gold away to allies in need!
Winn Keathley
···
Every nation would have its Mean Game End VP, and its
corresponding Standard Deviation. The nation that
excells the most in relation to it's own nations
historical results, wins!
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