That probably explains why C2C slows down so much when there are lots of cities on the map and probably means that the fastest way to dramatically speed up turns is to make sure that Crime, Disease etc. only exist on the city tile and don't spread outside it.
That probably explains why C2C slows down so much when there are lots of cities on the map and probably means that the fastest way to dramatically speed up turns is to make sure that Crime, Disease etc. only exist on the city tile and don't spread outside it.
Not really that is caused by the City production evaluations, Tech evaluations and Unit moves.
The property system also has an impact even at the start of a game. But at least it is multithreaded.
Speaking of which, did you see the optimization I added to RAND with that? I mentioned it in theory earlier, but implemented it a few weeks back. The game tracks to see if any units with a ZoC promotion have ever been built, and if not, skips the ZoC checks. At least in RAND, it is rare to have ZoC units, so it saves time most of the game.
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