Slows down game more--new leaders, units, techs, game mechanics?

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Jan 22, 2006
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We know that large mods, large maps, and the number of civilizations can drastically slow down the turn speed times of games.

I always play on huge maps, so smaller maps is not really an option for me.

But I wonder, does anyone have any insight on which slows the game down more, mods with large numbers of culturally diverse units, mods with large changes to the tech tree, and lots of new buildings and units, or mods such as Dale's Combat Mod and Revolution and so on with lots of game mechanics changes?

Also, many mods add loads of new civs and leaders? Even if I only use 18 of them, does the fact that the mod includes so many new ones have any effect on the game speed? If so, I wonder if there is a simple way that I could delete the ones that I am not using in order to improve the game speed?
 
Python, particularly those that activate the various GameUtils functions, particularly those that use CanBuild, CanMove, CanNotBuild, UnitCost, etc.

Having tons of extra civs and leader graphics contributes more to MAFS than anything else.
 
Additional LH, Techs, Units slow down the initialization, but are not a big deal once the game is running. I.e. it's completely irrelevant how many Civ's or Leaders you have installed. It only matters, how many are in the game at hand. Same with Art - units that are not on the map can't slow you down, no matter ho many there are.

Generally art can only become a problem, if you can see it. You might get choppy scrolling/animations. Shouldn't matter at all, if you have lots of memory.

Has nothing to do with the long turn times, that you are probably talking about.

These are caused by AI 'thinking', Lists, Boarders, Trade routes updates.
Generally python is slower than compiled C++, but both can become a problem if some method is called repeatedly and forced to process lot's of data.

Overriding Frequently used SDK routines (canMove, canBuild,...) with Python is probably the most painful here.
 
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