Slow down mid-game?

zarakand

Prince
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Has anyone else noticed that turns have started taking quite a bit longer from the middle ages onwards? At first I thought this was a map size issue, so I moved down to standard and then small with the same results.

My CPU usage and RAM usage has stayed the same (4gb ram and 14% of processor power), but my turn times are taking as long as the Yet Another Earth Map games. Any thoughts? I'm currently using 10.4
 
Has anyone else noticed that turns have started taking quite a bit longer from the middle ages onwards? At first I thought this was a map size issue, so I moved down to standard and then small with the same results.

My CPU usage and RAM usage has stayed the same (4gb ram and 14% of processor power), but my turn times are taking as long as the Yet Another Earth Map games. Any thoughts? I'm currently using 10.4

Yes, subjectively the game "feels" slower than vanilla at around that point. I always chalked it up to standard combat vs quick but I'm not sure now. This was in either 9.9 or 10.1 I can't remember which.
 
Yes, subjectively the game "feels" slower than vanilla at around that point. I always chalked it up to standard combat vs quick but I'm not sure now. This was in either 9.9 or 10.1 I can't remember which.

I'm sorry if I'm misunderstanding, but is there a slow down based up the combat animation options? Sure, regular combat will take longer as there are so many more animations to process.

I prefer quick combat, and I've noticed that type of a slow down with that enabled. Maybe you are right and I'm just subjectively feeling it.
 
sorry to say i get severe performance hit when i play this mod. just scrolling accross the map is done in skips not that far into game. also when it crashes all the auto save games come up a direct x11 error.
 
I've been suffering form this problem for quite some time now since 9.2.1 up to 10.5. Turn times always take much longer than vanilla and I get crashes during the AI turns. Could it be possible that some bug is causing VEM to not utilise multiple cores, for example? The one time it worked fine was in 9.9, but soon after the problem resurfaced.
 
I do not believe Civilization 5 is a multi-core game.

I'm investigating the recent performance issues, which I believe are connected to the problems discussed in the 10.5 random crashes thread.
 
Thal,

On the back of my Civ-5 CD case, it lists a 1.8 GHz Quad Core CPU in the recommended system requirements section. That makes me think maybe the game does utilize multiple CPU cores after all.

Torvald
 
After the problems with 10.5 (savegame crash / huge slow-down) I went back to 10.0 and everything was fine. Now I use the 10.6.2 version and in the year 2070 BC for instance it takes 20 seconds for the turn during the AI movement. That is more than twice the time it took in 10.5 and its getting worse. Any idea what might cause this? Because it is now literally a "marathon game" ;)
 
Created a similar game in vanilla. Waiting at the end of the turn is about 3 seconds. I am puzzled. What can cause a a duration in the mod seven times as high as in vanilla?
 
My waits between turns are generally less than 5 seconds, on a computer about 2 years old.

However, if any AI units are visible that significantly increases turn times (this is part of vanilla... moving units just takes a while). I'm not sure what else might be slowing things down for you, but I'll keep an eye out. :)
 
Thanks Thal, I appreciate that. :thumbsup:

Went back to 10.4 and even in the late game I do not experience such a slown down. Normally its about 3 up to 10 seconds. I will try the newest beta though and look if anything changed.
 
I am using 10.6 and have just reached the middle ages. The game has slowed down to a crawl, with several minutes between turns. My computer has no problem with CIV V usually. It's definately something new in VEM causing this.
 
Now I use the 106.2 version [...]. That is more than twice the time it took in 105 and its getting worse.

One thing introduced in 106 was new city view information by Sneaks... though I doubt that could cause it, since we don't look at the city view much between turns. I'm looking over the 106 and 106.2 release notes in an attempt to figure out what in those two versions caused the issue.

I played up through the Modern era and didn't encounter the problem (7 seconds between turns then), which is why this has been difficult to solve. If you're encountering longer times:

  • What are your map settings like? Speed, size, number of players, any changes to advanced game settings?
  • What settings do you have in interface and visual options?
Lots of details here would help. There might be a single option somewhere that's causing the longer turn times.
 
One thing introduced in 106 was new city view information by Sneaks... though I doubt that could cause it, since we don't look at the city view much between turns. I'm looking over the 106 and 106.2 release notes in an attempt to figure out what in those two versions caused the issue.

I played up through the Modern era and didn't encounter the problem (7 seconds between turns then), which is why this has been difficult to solve. If you're encountering longer times:

  • What are your map settings like? Speed, size, number of players, any changes to advanced game settings?
  • What settings do you have in interface and visual options?
Lots of details here would help. There might be a single option somewhere that's causing the longer turn times.

How do you get 7 second turns? Do the AIs have no units at all? Usually by industrial era there are so many wars/units moving around that it's a good 30-60 seconds per turn.
 
It doesn't look like the amount of units has much to do with the turn time, in my experience. After conquering almost all the civs except for the city states, I had reduced the amount of AI units by maybe 80%. The turn time didn't budge too much. It took me about a minute of waiting per turn.
 
One thing introduced in 106 was new city view information by Sneaks... though I doubt that could cause it, since we don't look at the city view much between turns. I'm looking over the 106 and 106.2 release notes in an attempt to figure out what in those two versions caused the issue.

I played up through the Modern era and didn't encounter the problem (7 seconds between turns then), which is why this has been difficult to solve. If you're encountering longer times:

  • What are your map settings like? Speed, size, number of players, any changes to advanced game settings?
  • What settings do you have in interface and visual options?
Lots of details here would help. There might be a single option somewhere that's causing the longer turn times.

For me, it doesn't matter what size map I play as once a chunk of the map(normally by the medieval) is discovered it takes 30 seconds to 1:30 for turns to end. Some of the settings I choose are:
Quick Combat
Raging Barbarians
Standard Speed
Large Map Size (happens on standard and huge as well).
 
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