Wild guess, based on one of the comments in the Terra Mirabilis section on steam, but maybe they forgot (or didn't expected to need) to cache some values for the UI in relation to modifiers and adjacency bonuses applied on the map's plots.
I mean IIRC that's why they've originally separated the game core and UI context in Lua, the UI works on cached value so that it doesn't have to ask the game engine to (re)calculate everything every time the local player select something.
Could be why some UI mods before GS could create lag in late game when they were doing global calculations on larger map to display some information.
Now imagine if, when selecting the builder, the UI, instead of taking the cached values, is calculating again the yields on each plots on the map to display the best improvement for each location.
Have you played into the industrial era on a huge map?Hm, so is it caused by mods? From the posts in this thread it seems like it is, but the first post mentions that it shouldn't.
Btw, I've never used any mod in Civ6 and I don't have this bug.
If it's triggered by changes to the modifiers system in the core side, we can't to anything without the source code.If this is the case, how would we fix it? We're not doing anything with custom Lua in TM. Shouldn't the caching be built in? TM just uses the Modifiers system the same as the base game.
This has been happening in all my games recently starting in renaissance to industrial, but I figured it was my computer or just the nature of the game. I used to use Terra Mirabilis but removed it a week or two ago.
It's really, really bad. I'm surprised there isn't more discussion about it. My googling of the issue found some comments that it isn't mod related. Are there any known solutions out there?
Yeah, I shouldn't have assumed everybody would automatically know what I was talking about, the problem isn't that ubiquitous.You need to explain what it is...