MacAurther
Chieftain
- Joined
- Feb 2, 2013
- Messages
- 42
As a follow up/tangent, I think I've narrowed down a cause of the big speedbump I was encountering just by the process of guess and check - the updatePlotGroup() call in CvPlot::setImprovementType() seems to cause a major lag spike when a fort is added/removed in certain cases. While I'm not 100% sure about the contributing factors, it seems if the fort is on a trade connection the lag spike is worse. I don't know much about plot groups, but I wonder if there's a way to optimize that. I've found that in my modmod(mod) (which has substantially diverged from base DoC to be fair), late game turn times might have an appreciable amount of time devoted to fort plot group recalculations.