Goals for v39?

Not that I'm aware of but we've had numerous people over the years say they think there's a problem there. Haven't found anything in the codes to suggest there is but it's hard to track down something that is NOT happening that should be. Much easier to fix things that shouldn't be happening but are.

Ok... just haven't seen a single election in a game for a long time despite trying to make them happen with wonders and playing long games.
 
Ok... just haven't seen a single election in a game for a long time despite trying to make them happen with wonders and playing long games.
Interestingly I had UN elections on my no AI playtrough.
I had enabled United Nations gameoption.

With this option you can have elections without Diplomatic Victory condition.

I guess this option is broken in such way, that if you play without it, then you don't have election at all.
 
Interestingly I had UN elections on my no AI playtrough.
I had enabled United Nations gameoption.

With this option you can have elections without Diplomatic Victory condition.

I guess this option is broken in such way, that if you play without it, then you don't have election at all.

In my current game I have UN option and Dip victory enabled. I have built Vienna Congress and United Nations recently and no sign of elections so something seems to click here. Not terribly important but sometimes I would like to play with elections on.

I also have mastery victory enabled. Could it be overriding the dip victory and thus wrongly prevent the elections from happening?
 
In my current game I have UN option and Dip victory enabled. I have built Vienna Congress and United Nations recently and no sign of elections so something seems to click here. Not terribly important but sometimes I would like to play with elections on.

I also have mastery victory enabled. Could it be overriding the dip victory and thus wrongly prevent the elections from happening?
Hmm there could be such bug.
 
I also have mastery victory enabled. Could it be overriding the dip victory and thus wrongly prevent the elections from happening?
By definition Mastery stops all victories from happening, but that should only stop the votes that are to do with winning. Other votes should still be available.
 
By definition Mastery stops all victories from happening, but that should only stop the votes that are to do with winning. Other votes should still be available.

Haven't seen any votes in a long time. I'll try next game with same settings and mastery victory off.Otherwise this version is clearly the best one so far so great job for fixing it back together guys. :goodjob:
 
Are you sure multithreading is not really efficient in C2C? I ran profiler yesterday on my save with 1 minute turn processing (though it took much longer with debug dll), and it seems multithreading works fine. As i understand, first line is basically what overhead is, 20%.

Function Name Inclusive Samples Exclusive Samples Inclusive Samples % Exclusive Samples %
CvPipelineStage:: IsSynchronous 157814 157814 19,24% 19,24%
CvPipeline:: DoDrainThread 401184 100289 48,92% 12,23%
CvPipelineStage:: DrainQueue 287789 98571 35,09% 12,02%

I have a 4-core Core I5-2500K @ 3.3 Ghz, and it uses all cores about half of the time, so that's like twice as fast even if you count overhead, no?

iyoqvk.jpg
 
Are you sure multithreading is not really efficient in C2C? I ran profiler yesterday on my save with 1 minute turn processing (though it took much longer with debug dll), and it seems multithreading works fine. As i understand, first line is basically what overhead is, 20%.

Function Name Inclusive Samples Exclusive Samples Inclusive Samples % Exclusive Samples %
CvPipelineStage:: IsSynchronous 157814 157814 19,24% 19,24%
CvPipeline:: DoDrainThread 401184 100289 48,92% 12,23%
CvPipelineStage:: DrainQueue 287789 98571 35,09% 12,02%

I have a 4-core Core I5-2500K @ 3.3 Ghz, and it uses all cores about half of the time, so that's like twice as fast even if you count overhead, no?

iyoqvk.jpg

The overhead of the implementation is huge and some of the required synchronization code like critical sections also slow the singlethreaded code down as well.

That multithreading was added years ago to speed up the city turn processing. But at that time the city turn processing code had some very very slow portions of code which I fixed and now we don't need that multithreading anymore. It was never necessary to add multithreading instead someone should have use an profiler to see what makes those turns take so long.

The biggest slowdowns today come from the multithreading and having lots of units in a game.
 
SVN7408

  • Performance optimizations for the AI city production choice.
  • Performance optimizations for the city caching of trainable units.
  • Fixed a bug in CvGameTextMgr::setBasicUnitHelpWithCity.

Turn times should go down by ~20% maybe less or a bit more this depends on the state of the current game.

@Ellestar
Some of the biggest slowdowns in the city production code where fixed in 7408 especially by the changes to CvCityAI.cpp.
You can see the changes at https://sourceforge.net/p/caveman2cosmos/code/7408/
 
while going thru the forum, there was a suggestion to play in LAN mode multiplayer with only AI.
there is a option -- parallel move which makes the AI move in parallel with human.

the speed seems much better though sometimes the interface lags perhaps due to AI turn processing in background.

perhaps if that option is merged into the single player with some multi threading then perhaps turn time can be drastically brought down
 
while going thru the forum, there was a suggestion to play in LAN mode multiplayer with only AI.
there is a option -- parallel move which makes the AI move in parallel with human.

the speed seems much better though sometimes the interface lags perhaps due to AI turn processing in background.

perhaps if that option is merged into the single player with some multi threading then perhaps turn time can be drastically brought down
Why do the work of trying to merge that into the single player platform (which you wouldn't be able to do because this is an EXE controlled realm of the gameplay structure) when you have the option of simply setting up a faux multiplayer game? Where's the drawback in what's actually already available? The simultaneous turns add an intriguing element of realtime strategy in a turn... it's quite interesting really.
 
Why do the work of trying to merge that into the single player platform (which you wouldn't be able to do because this is an EXE controlled realm of the gameplay structure) when you have the option of simply setting up a faux multiplayer game? Where's the drawback in what's actually already available? The simultaneous turns add an intriguing element of realtime strategy in a turn... it's quite interesting really.
A - slight - drawback to the "faux multiplayer game" is that the "tech discovered" screen is not displayed. Although this screen often closes on its own anyway, so that wouldn't change too much.
 
I like single player, Civ 4, C2C. CIV 6 has great graphics but nowhere near the variety of choices that C2C let's you make. I play mastery victory and the largest recommended map that's mostly Pangaea. I play Chieftain so I can build asat all many of the Wonders as possible. Never raze cities and no inquisitions. I like stacking units and keep my scince at 100% if at all possible. I like finding the Holy mountain and would like to find Bigfoot and the Loch Ness Monster, lol. It would be great if you could release a patch or a full version that would include all SVN's up to Today. Please take breaks when you want to and add more civilizations. Thank you all
 
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