The delay at the start of every turn?

Lanstro

Prince
Joined
Sep 20, 2004
Messages
333
My friend and I play only co-op vs AIs, so there's no need for the 3-5 second delay on unit movement at the start of every turn. Is there any way to turn that off or mod it out? Happy to edit core game files as long as it works.
 
I don't know what delay you are talking about. I don't have any delay on multiplayer games, unless somebody is lagging (which sadly happens to a lot of players in civ5).
 
Isn't there an enforced lock on moving any units at the start of every turn? Or is that just me lagging in every single game I've had?

Have you guys had multiplayer sessions that play out just as smoothly as single player games?
 
Maybe it's the turn system. I play with Hybrid, and me and my friends start moving at the same time without any delay.
 
@Lanstro
Check progress bar at bottom of your screen. You will see that delay is caused by Barbarians - their move is processed right before Players. No idea why game sets as ready for Players to go their turn before all other players finished theirs. In SP games its ok.
 
I believe he's referring to the calculations done for the AIs.. even with all human players, the city states and barbs do take some processing time. Have you tried a small or standard map size? I've found those to be pretty low to non-existant for AI lag since there aren't so many tiles for the AI to "think about" but on large or huge maps, it is really noticable. The key there if you're stuck in that lag is watch the barb icon in the bottom center of the screen. When that flashes red, the AI is just finishing up and you can get ready to start moving your units around, usually you're good to go a split second after the barb icon bings red. Well that's what I keep my eye on during nasty MP wars in simul mode, it's your queue to get your injured unit the hell out of the line of fire. :)
 
I guess you're right that it's just the city state + barb processing time. Which still strikes me as odd, because the way that it works for me is:
1. all humans press end turn
2. the main civs process their turn - this takes 1-3 seconds
3. the game's 'unit focus' moves to one of my units that needs orders (indicating that it's my turn). Except that unlike in single player, I can't move it, give it any promotions, etc. During this time, the barb counter is flashing.
4. 3-5 seconds later, the barb counter stops flashing and I can move as normal.

Would've thought the logical way to do it was to move step 3 behind step 4, and remove the fake delay!
 
Well I think like most software loading bars, it's just doing SOMETHING to make you think it's doing something. But really, it's not like some scientific measurement about when you can move again. Anyways, you can fully get rid of it by turning off city states and barbs. Even just turning off city states but leaving raging barbs the delay is practically nil. Likewise, smaller maps, less lag. We always play team games with city states off which is a real treat cause those games run like 100x smoother and quicker. Night and day compared to say even a standard sized map with 16 city states. That stuff grinds everything down as it sends data to each player about every city state unit that is moving. Anyways yeah, try a game with city states off you'll be pleasantly surprised. :)
 
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