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Old Oct 10, 2008, 12:39 PM   #1
TehJumpingJawa
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mid/late-game slowdown when entering city screens

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.
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Old Oct 10, 2008, 08:56 PM   #2
Volcanus
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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.
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Old Oct 11, 2008, 12:41 AM   #3
Krupo
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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...
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Old Oct 11, 2008, 03:42 AM   #4
TehJumpingJawa
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Quote:
Originally Posted by Krupo View Post
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++.
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Old Oct 12, 2008, 12:14 AM   #5
Krupo
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Memory leak - exactly the phrase I was going to use before I went all French on the topic.
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Old Oct 12, 2008, 06:12 AM   #6
Volcanus
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Domestic Advisor - Slowness - Now Crashing

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.
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File Type: colonizationsave Pete AD-1730.ColonizationSave (168.0 KB, 19 views)
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Old Oct 13, 2008, 06:12 PM   #7
Ethan211
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Thumbs up

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?]
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Old Oct 17, 2008, 05:52 PM   #8
Ethan211
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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/showth...51#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.

Last edited by Ethan211; Oct 17, 2008 at 06:30 PM. Reason: Update
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Old Oct 26, 2008, 08:12 PM   #9
kirrua
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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.

Quote:
Originally Posted by TehJumpingJawa View Post
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.
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