in CIV 6 AI Turn speed performance very slow

How fast is AI turn speed in CIV 6 is on your Rig (huge map)


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Which has the bigger effect on turn times - map size, or number of AIs?
As in, which would have longer turn times - 10 civs on a standard map or 6 civs on a huge map? (Just an example)
 
I tend to play small or standard maps.

Weird thing - when my laptop is hooked up to my monitor, I find the turn times tend to lag heavily. But when I unplug and take my laptop over to my couch to play, it runs quite well, much much faster. It's plugged in both times, so I really don't know why I see the differences.
 
Custom built rig. ASUS MoBo, AMD Phenom chip, 670 2GB video card

If you are being honest, I have no clue what's the problem. You'll likely want to talk to tech support or someone with more experience. My only guesses are bad install, bad mod, or bad save file and it's hanging on something since my current setup is easily half the power held together almost by duct tape and one or two component upgrades, and my initial load time is a little bit longer than the intro speech and I gave you my approximate late game turn times on a standard sized map with Barbs on. I'm on an i5 2.7 with Windows 7, but you are blowing min specs out of the water.
 
Which has the bigger effect on turn times - map size, or number of AIs?
As in, which would have longer turn times - 10 civs on a standard map or 6 civs on a huge map? (Just an example)
Turn times are mostly based on how many units the AI has to move; including barbarians and city states.
To answer your question: the 10 civ standard would be slower than the 6 civ huge in the beginning but later when the huge map fills with cities and units the 6 civ huge will be much slower.
 
I found that enabling quick moves, quick combat, and increasing the number of turns between auto saves (I changed it from every turn to every 5 turns) helped with turn times. I think the auto saves was the biggest help. I do have a fairly new mid-range gaming rig (i7-6700, GTX 1060, & 16GB DDR4) so turns were not that long (30s to 3 or 4 mins in late game).
 
The biggest bottleneck is usually your harddrive, upgrade to SSD and it will start going smoothly.
 
Cromangus noticed that the game is rendering animations off screen. Noting that you can't turn animations off anymore (only to "allegedly quick"), this says most of what needs to be said about how much Firaxis cared for optimization in the game by itself.

When you run benchmark on AI using the in-game feature you will frequently watch it hang for 10+ seconds doing nothing, then move no unit at all. What was it calculating off that tiny city count that took 5-8 times longer than a human player could computed it? I don't know, and the developers probably don't either.

so turns were not that long (30s to 3 or 4 mins in late game).

30s * 200 turns --> hour and 40 minutes of pure waiting. If you're averaging a minute+ due to later game turns then a game of civ 6 has over three hours of built in turn time waiting.

That's not counting the extra time overhead on the UI/controls during player turns, which are a complete joke compared to good UI, or even the UI Civ 4 had. Ten years ago I could handle the builds for 20 cities in under a minute with ease, and issue queues that would last dozens of turns so no more prompting. In a modern "AAA" strategy title? Nope, can't have that. One build queued at a time, navigating to each city, with slop shod cycling only.

So in practice to slug through epic or slower on a large map the game is requiring upwards of 4-5 hours of lost time, even if you account for some baseline "optimized game" and subtract that from the comparison.

Apparently not enough of the market cares how pathetic that is or how bad of a showing it is against titles in genres where competitors use good practices.
 
I think I've found what the delay is at later turns. The number of cities owned seems to be the issue, once you own 20+ it really seems to slow down.
 
***SOLVED***
Yeah I am having troubles with my turn times too, but at the beginning of my turn and this is not a laptop. as an aside though, my i5 laptop is even worse.
Dell Precision T5400 Dual CPU, 8 cores 2.33 GHZ 32 gig ram, Nvidia 1050 GTX, 2 *black* server edition 2 TB drives for HDDs Dual 42" displays (High resolution displays don't seem to affect the graphics, they seem fast still).
Earth Map real world start, since the game started AI turn times are under 10 seconds
BUT
My turn starts and it sits there spinning the globe for 10 minutes before allowing me to actually start my turn.
yes I have fast move on, yes I have barbarians but they finish and do their attacks before my turn ticks. it's when my portrait ticks down that it seems to choke.
I even turned off building settlers (gave them a ridiculous 40 population requirement to build) and added a population cost (-1) for every unit built to make it virtually impossible to crowd the game with units. didn't help.

*edit*
After experimenting for a few games, it looks like the longer their BaseMoves, the larger the navigation mesh that is generated for each unit (exponentially) by editing the xml and lowering all their walk distances on the most prolific units back down to under 5 My turn times were just a few seconds, even at 500 turns. in short, letting them have 200 BaseMoves was a bad idea. lol made exploration a snap when your turn finally started but those turn times EUGH!

here's my 'nuclear' slingers from units.xml these make for an interesting game when the barbarians get them. >.<
<Row UnitType="UNIT_SLINGER" BaseMoves="4" Cost="0" AdvisorType="ADVISOR_CONQUEST" BaseSightRange="2" ZoneOfControl="true" Domain="DOMAIN_LAND" FormationClass="FORMATION_CLASS_LAND_COMBAT" PopulationCost="1" PrereqPopulation="4" Name="LOC_UNIT_SLINGER_NAME" Description="LOC_UNIT_SLINGER_DESCRIPTION" PurchaseYield="YIELD_GOLD" PromotionClass="PROMOTION_CLASS_RANGED" Combat="100" MandatoryObsoleteTech="TECH_MACHINERY" RangedCombat="150" Range="200"/>
 
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***SOLVED***

here's my 'nuclear' slingers from units.xml these make for an interesting game when the barbarians get them. >.<
<Row UnitType="UNIT_SLINGER" BaseMoves="4" Cost="0" AdvisorType="ADVISOR_CONQUEST" BaseSightRange="2" ZoneOfControl="true" Domain="DOMAIN_LAND" FormationClass="FORMATION_CLASS_LAND_COMBAT" PopulationCost="1" PrereqPopulation="4" Name="LOC_UNIT_SLINGER_NAME" Description="LOC_UNIT_SLINGER_DESCRIPTION" PurchaseYield="YIELD_GOLD" PromotionClass="PROMOTION_CLASS_RANGED" Combat="100" MandatoryObsoleteTech="TECH_MACHINERY" RangedCombat="150" Range="200"/>

So the problem was the unit Slinger?
 
So the problem was the unit Slinger?
not precisely with mine but at the same time yes. It was the walking range. It turned out that all the units with excessively high walking range were walking back and forth to use up all of their moves whether the AI needed to move them or not.

So with high turn time games with a lot of units it adds up to the same thing, the AI is forcing troops to walk around in circles to use up every last movement point before relinquishing it's turn.
 
So you mean movement points then? I got confused with the walking range.

So if all units are reduced to movement of 1, that should help right?
 
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