View Full Version : mid/late-game slowdown when entering city screens


TehJumpingJawa
Oct 10, 2008, 01:39 PM
Seems pretty universal - entering & manipulating the city screen gets pretty slow mid to late-on.
This is on a ninja pc that runs vanilla civ4 easy.

Volcanus
Oct 10, 2008, 09:56 PM
I'm experiencing this problem and its making that screen unusable, or at least the pain of using it is becoming unbearable. I rely on the City Screen(s), especially the production and warehouse screens, to keep my automated trade routes tuned properly.

Is there a mod that can bring this data to the game user interface, instead of score card maybe? Certainly would make my game more enjoyable.

Krupo
Oct 11, 2008, 01:41 AM
Picking what to produce happens by just clicking the city - a little mini-screen pops up letting you do whatever you want to do.

I found the same problem, and I'm going to yell "J'accuse!" at a memory leak or some similar such gremlin - I think rebooting the game tends to fix it, by 'cleaning out' whatever the heck is stalling your memory.

And I have 4 freakin' gigs of RAM.

Stupid 32-bit programs...

TehJumpingJawa
Oct 11, 2008, 04:42 AM
Stupid 32-bit programs...

If it's a classical memory leak it's the programming language that is to blame, silly game programmers stuck in the past insisting they need to use an archaic language such as C++.

Krupo
Oct 12, 2008, 01:14 AM
Memory leak - exactly the phrase I was going to use before I went all French on the topic.

Volcanus
Oct 12, 2008, 07:12 AM
The Domestic Advisor screen is the one I was referring to. In my current game, the delay for this screen to appear has now become infinite. I have a save game which reproduces this defect. Perhaps it will reproduce it on some one elses machine. I'm running Vista 64-bit, on a quad core system with 4gigs of ram if this is the problem.

Ethan211
Oct 13, 2008, 07:12 PM
Yep, this happens to me as well.
I'm running the game on a pretty marginal machine [a Thinkpad R51 with a 32MB graphics card] but everything else is entirely playable; while my framerate can drop pretty bad when the screen is scrolled quickly, that isn't a dealbreaker with a strategy game.
I was wondering if I was the only one who experienced this, because I certainly agree that it's a necessary screen if you like the automated trade [and who doesn't?]

Ethan211
Oct 17, 2008, 06:52 PM
Ok, so I think I've found the answer in one of alpaca's posts:

"By the by, the whole system of having all trade routes exist as game objects needs to go. They should have an in potentia existence when a wagon is assigned but right now, the game creates n*m new trade routes for each good where n is the number of export and m the number of import orders, and puts them on the interface - insane! The worst is you can't use the domestic advisor anymore..."

I'm going to see if this works next time I play, but I'm pretty sure it's the ticket.




Update: Yep, this is the problem. The more possible trade routes there are, the longer it takes for your domestic advisor to pop up. I just had my game go from literaly like two minutes for the screen to load back down the the blink-of-an-eye after I deleted all of my import/export orders.
The way I had it set up was for every city to automatically export any and all goods they have unless they're going to be needing them, but apparently this isn't a workable strategy with the current implementation of automatic trading.
Keep an eye on http://forums.civfanatics.com/showthread.php?p=7358651#post7358651 and there might be a more general solution along shortly, but until then just keep your trade routes to a minimum and you'll be all right.

kirrua
Oct 26, 2008, 09:12 PM
On the first lengthy game that I played, maybe 1.5 hours in, I experienced significant slowdown when entering cities, assigning professions, loading cargo, etc etc. Restarting the game seemed to fix the problem.

If it's a classical memory leak it's the programming language that is to blame, silly game programmers stuck in the past insisting they need to use an archaic language such as C++.

This is, of course, a ridiculous assertion. That restarting fixes the problem points to a leak, but far more likely than leaked memory is a resource leak, against which garbage collection and more "modern" languages are no proof at all. It takes a great deal of work and skill to write a game like this, neither of which is necessary when writing an ignorant, unhelpful post on the bug report forum.