No, the calculations of the AI are still the same, but they are done in one big chunk without stopping for graphics in between.
Doesn't "show enemy moves=off" do the same thing?
No, the calculations of the AI are still the same, but they are done in one big chunk without stopping for graphics in between.
Doesn't "show enemy moves=off" do the same thing?
If the main bottleneck is graphics, perhaps the graphics card is the bottleneck, although tbh I'm not clear on how intensive C2C is on the graphics card.
My graphics card is a amd 7800 series, so not sure if this is good enough for caveman. In my current game I am 2200 turns into a 14000 turn gem game, with most options enabled. Turn times are now around 30 secs, with ai fast turns ticked. I would really like to get to the bottom of whatever is the cause of the problem as playing large civ mods (as well as x3 mods) is the sole reson I spent 1100 dollars.
What makes you think you have a graphics card issue? 2200 turns in, assuming you're using one of the larger map sizes, then 30 seconds for AI processing sounds like about what I'd expect (2200 turns in is about late classical right??). That's pure CPU for the AI. Unless you're automating pretty much everything it should be a 30 second AI turn but a significantly-longer-than-30-second human turn by then, so the active ratio should be ok. Is that not the case? Do you automate most units/cities? (which would make the human turn a lot faster and therefore make the waiting-for-AI time a larger part of the whole)
Sorry I was not more clear. 2200 turns into a 14000 turn game, on a GEM map, with me just getting out of prehistoric era, best ai's about 15 techs ahead (emporer level), with all civ's (there is still 50 odd left) having 6-12 cities. About my card, I just thought that because the ai faster turn option made such a differnece, then the graphics were where the bottleneck was.
<snip>, with all civ's (there is still 50 odd left) having 6-12 cities.<snip>
Even with REV On and revolts happening all the time does our DLL support 50+ Civs now?
JosEPh![]()
My graphics card is a amd 7800 series, so not sure if this is good enough for caveman. In my current game I am 2200 turns into a 14000 turn gem game, with most options enabled. Turn times are now around 30 secs, with ai fast turns ticked. I would really like to get to the bottom of whatever is the cause of the problem as playing large civ mods (as well as x3 mods) is the sole reson I spent 1100 dollars.
No, but the TREV code has always been aware of the limit and won't attempt to crate a 51st
Well 2200 turns into the game even on Eternity with ~48 AI is a CPU nightmare. And to only have a 30 sec EoT wait is superb, even on mbrady10's comp.
I really think there needs to be a Big disclaimer posted in the FAQ about number of Civs and their correlation to EoT wait time. Just to make players aware that a single thread 32 bit processing engine can only handle so much data in any "reasonable" amount of time.
JosEPh