slow game

flandrin

Chieftain
Joined
Oct 20, 2004
Messages
3
my game is getting slower and slower. the pause between each turn is taking long and getting boring. is there a bug and is there anything i can do
 
two best ways to tackle this seem to be smaller map and fewer civs. its not likely a bug and short of those two suggestions there is probably not a lot you can do. what's your map size? how many civs? huge maps have a habit of being your worst enemy.
 
The later on in your game you go, the more units are built, and the more cities there are, so it normally takes longer. To get it faster, you either can do:

a) get more RAM for your computer
b) play a smaller map with less civs (as rysingsun said)

There is also a mod(ification) out called "Rhye's of Civ" that can be found here that dramatically speeds up the game (there's a graph there that shows you a comparison).
 
Actually, a lot of the time is spent calculating trade routes. Welcome to CFC.
 
Even the fastest computers can't coop well with huge maps and a lot of civs. Extreme map settings (362x362 tiles) with extreme numbers of civs (31) result in extremely long interturns (> 2 hours!). Calculating trade routes is a very important aspect, so when you build/destroy a harbor or airport, (dis)connect resources and luxuries, declare war or make peace - to name a few events- trade routes have to recalculated. If you want to avoid long waits, play standard maps with 8 civs.
 
sure, but playing on a std. map isn't a very helpful tip if you're currently playing a game on a huge map.

for your running game, you can try to switch off animations. there are two options in the preferences screen (CTRL-P): allow animations and allow moves to be shown. when you switch off animations the units move across the map like chess pieces. if 'show moves' is switched off the units are 'teleported' without a visible move. please try out some of these options to find a suitable setup that speeds up your game.

the ai's are constantly sending out units to 'patrol' the territory though it knows the map and the unit postions from the beginning. you can swich off the ai patrolling by adding 'NoAIPatrol=1' to the
'.../CIVILIZATION III/CONQUESTS/conquests.ini' file.
 
you can also get the 'FastCiv utility made by the same site that made the excellent World 2004 scenario. Get it in C&C section under 'Completed Scenarios.
 
In C3C the NoAIPatrol is ON by default. The switch will only make a difference if you add NoAIPatrol=0 to the .ini, and then it will make the turns longer. In Vanilla/PTW NoAIPatrol will make turns shorter, but causes the Barbarians to malfuncion. See this thread for more info.
 
bluebox said:
sure, but playing on a std. map isn't a very helpful tip if you're currently playing a game on a huge map.

Thanks for your remark :rolleyes: I was MERELY giving advice on why things can get slower. I can assure you that my examples are very significant on bigger maps. And there's nothing to change the speed issues in these examples.
 
Turn off certain settings. Turn off all of the animations except enemy moves.
 
1. Remove harbors and airports from the game (use 'no tech' method is easiest).
2. Disallow city construction on Desert, Tundra, Hills, and Forest (taking away build on forest disallows 'sneaky' building in Tundra). This just reduces the number of cities in the game.
3. Disallow Worker terraform Jungle (using 'no tech' method) add the odd Grassland if you must build there.
4. Take away Explore function from garrison type units (like Riflemen).
5. Read a book :p (the programming on Civ3 is shoddy as, it could be faster, but they thrashed it through with little or no optimizing).

Turn-time is a relation between total number of cities, total number of civs, total number of units, and map size.
 
Turn the animations off, play on standard/small map and get 1GB of ram if you can. Having a fast cpu helps too.
 
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