I monitored a sequence until next CTD
All turns w/o any or only with little moving, no city screens opend (except 1x)
So this is the minimum of usage:
task -------- Memory -------- VRam
------------------------------ ---------- ---------
turn 1533 before click next turn: 1,984 - 253
turn 1534 begin: 2,184 - 259
turn 1534 before click next turn: 2,245 - 261
turn 1535 begin: 2,396 - 264
turn 1535 before click next turn: 2,397 - 264
turn 1536 begin: 2,494 - 265
turn 1536 before click next turn: 2,528 - 268
turn 1537 begin: -- click next immedately
turn 1537 before click next turn: 2,596 - 271
turn 1538 begin: -- click next immedeately
turn 1538 before click next turn: 2,643 - 273
turn 1539 begin: 2,682 - 270
turn 1539 before click next turn: 2,683 - 272
turn 1540 begin: 2,723 - 274
turn 1540 before click next turn: 2,727 - 275
turn 1541 begin: 2,764 - 274
turn 1541 before click next turn: 2,788 - 276
turn 1542 begin: 2,832 - 277
turn 1542 before click next turn: 2,835 - 278
turn 1543 begin: 2,870 - 278
turn 1543 before click next turn: 2,890 - 279
CTD while processing at: 2,970 - 274
when I have to move over world a lot it may need 300 MB (i.e. I have ships to upgrade or be at war), and any city screen opening also ~ 40 MB
this may be good for someone with little Vram, it gives not so much and is w/o concrete effect for me (I have 4GB dedicated VRam). Problem is not Vram usage but memory usage. It is not understandable why (i.e.) the ram needed for open a city screen gets not free and can be used/addressed again after closing of the city screen. All these information is needed temporarily only. No need to keep all in ram.