Lag when blockading

adf

Chieftain
Joined
Mar 9, 2006
Messages
3
Even if i just have 1 privateer blockading, the game lags about 30 secs for each turn and up to a few minutes when declaring war or making peace. Also clicking on a leader takes 10 seconds before the dialog comes up. What settings can I change to speed things up?
 
Have you patched your game to the latest version 3.17?

If not, download it here from civfanatics rather than using the in-game updater.
 
What are the specs of your computer?

Oh, and Welcome to posting adf. :beer:
 
I haven't updated it for awhile now partly because I don't like some of the changes. It's running on 2ghz dual core, 3gig ram.
 
RAM is good. Civ doesn't take advantage of dual-core. You could try to dedicate one to Civ.

What kind of video card/video memory do you have.

I sometimes have to save/restart to speed up the game.
 
If I remember correctly in the earlier versions some very inefficient code was identified with the blockading stuff. It has something to do with new trade routes being calculated I think. When you have something like 40 different privateers it can get very annoying I know. But I think this was fixed (not entirely but fixed a bit) in the recent patches.

If you don't want to patch your game due to disagreement with some changes then there's not much I can tell you to help you. Your computer specs are not the issue at all.

Perhaps it would be an idea to say what you are opposed to in the patches? I don't know why anyone would oppose a patch when it is mostly composed of bug fixes.
 
it was mostly laziness i didn't patch but, i think one of them changed the effects of collateral dmg i think, which didn't help
 
it was mostly laziness i didn't patch but, i think one of them changed the effects of collateral dmg i think, which didn't help

As far as I know, the goof Firaxis made was removing the ability for units to deal collateral damage if they did not originally have that ability BUT forgetting to remove the barrage promotions from tanks. Basically this meant the barrage promotions for tanks were useless because they could no longer do collateral.

In the unofficial patch, which you should definitely get in addition to the 3.17 patch if you are bothered by the collateral issue, the barrage promotion was simply removed from tanks as it was generally agreed that tanks weren't meant to deal collateral damage. For those who did believe tanks were still meant to be able to deal collateral, very simple instructions were given for how to re-enable this for tanks (it's a few lines of XML editing which pretty much anyone can do).

Anyway, you can either stick with the blockade lag or go with the patch and the slightly reduced power of tanks (which were far too powerful before anyway IMO).
 
The lag is introduced by how they're calculating trade routes--typically when you make a change to a tile (moving a unit onto it, pillaging a road, building a road, etc) the game has to recalculate valid routes based only on adjacent squares. With cities, though, it has to rerun through its calculations for every other coastal city in the world, if you're post-astronomy. Before the patch, I'm guessing they forgot to make the base case in a recursive call very wide-ranging, so it introduced delays quadratic (or possibly exponential--I'd have to dive into the code to see how they implemented it, but the last time I wrote something like that, it was exponential because I'm not a fantastic AI programmer) to the number of cities in the world. On a large map, that number could be big, and when you square it, you end up with a big ol' number and a 2-10 seconds delay while it recalculated every trade route for every other city. In any event, the patch fixed it, for the most part.
 
Back
Top Bottom