PhilBowles
Deity
- Joined
- Nov 20, 2011
- Messages
- 5,333
For every variable you have dependent on another variable, possible iterations, or complexity, increases by an order of magnitude. You literally add a whole new dimension of possibilities, all of which need to be accounted for.
EU4 was designed in such a way as to minimize these base variables into constants, solid, consistent facts that won't multiply the possibilities when interacting with the variable above it.
Look at it from an engineering standpoint. On one hand you have a train. Very simple design because you've turned the ground into a constant, rails. You know that the only possible connection this train will have to the variable earth will be the constant rails, a uniform surface. So you can optimize your train's design based on that. There are a number of possible designs and possibilities for said train, but they all stem from the same constant. Now imagine a vehicle that would have to traverse all imaginable terrain features. All you're doing is turning that constant into a variable, and suddenly the complexity of the project and possible design iterations skyrockets astronomically.
As a very basic and imperfect explanation, Civ5's AI is designed around "improvising" based on its environmental variables. EU is optimized for a finite, mostly unchanging environment, probably with a lot of patchwork for specifically stated exceptions and checks.
I thought this could be inferred from my first two explanations, maybe someone else can explain it better, without getting into computer science jargon, I have no idea.
While this is a nice summary, I don't think it can be a full explanation - Total War has a similar campaign and AI structure to Europa Universalis' map, but turns in Shogun 2 (with animations enabled) take considerably longer than those in Civ V - and again become ever more sluggish as the game progresses.
That leads me to suspect that the late-game slowdown has very little to do with the AI, and more to do with the graphical requirements when so many more cities and units are in play than is the case in the early game.