What Slows Lategame Down: Mapsize or Units

VinceV

Chieftain
Joined
Sep 28, 2006
Messages
82
I usually avoid larger maps because the game becomes too slow towards the end, but I wonder if this is primarily a function of the number of units that get created or does the computer have to use a certain amount of constant memory to keep track of each map tile?

Does anyone have some insight into this? I'm looking at StrategyOnly's Indonesia map and saying "Cool, large map", I can put 8 civs on it, but I wonder if it will be too slow too play. By judging from the amount of landmass only, it should be workable.

Thanks,

Vince
 
I think it is a combination of Map Size, Units, City Sizes and amounts, being able to see a lot more because your Civ normally is larger, plus if you do not have animations frozen on, all the units, and improvements animate..
 
A Large map with only 8 civs should be easily playable with hardly any lag.

All the things you mentioned do contribute to lag, but the specific example of starting a game, its fine, then in the late game it slows down.... that mostly has to do with the units and all the complicated decisions the AI's must make. Plainly speaking, the larger of map (mainly land tiles), more AI's, and more units, will slow the game down.

The biggest things you can do to prevent this, is simply not over populate the map with civs, and try to minimize the art graphics that new units/buildings have, or minimize the number of new units/buildings.

I try to use most of the old vanilla building graphics for my mod (not the buttons), and only use new art graphics for units when necessary.

Simply saving the game and rebooting your computer will help too, if you don't have at least 2gb of ram, otherwise ram isn't your prob.
 
Map size doesn't really contribute to late game lag directly.

It's the same sized map at the end of the game as it is at the start of the game. The problem is that a bigger map means more units and cities (and players) and that is where the lag comes in.

And in fact, adding new unit/building graphics is not nearly as much of a problem as the actual act of adding the units and buildings themselves. Because there's dozens upon dozens of places in the code where the program has to cycle through all unit, building types, tech types, etc. etc. So each new thing you add, that's one more time the program has to cycle through. Now, each one of those is fractions of a second of calculation, but it adds up over time.
 
Okay thanks for the replies. I only have 1.25 GB Ram and 2.66 Ghz so I try to limit the game to 8 civs. I like the idea of a map that's lots of ocean with some islands to poplulate.
 
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