mirrutatep
Chieftain
- Joined
- Dec 1, 2024
- Messages
- 6
I am developing a mod and I'm encountering an issue with the game taking so long between turns around 500-600AD that it freezes and becomes unplayable. I've already been tweaking some things in recent iterations based on some common suggestions I am reading on forum pages such as:
-lowering map size to reduce number of cities
-limiting buildings that boost production to reduce number of units
-I installed the C3X patch mainly to make the game more efficient at computing trade routes in later turns
Despite these changes I am still experiencing the slowdown. We'll refer to it as "Mod A" from now on. Comparing Mod A to older mod I have, known as "Mod B", I can't figure out what else could be behind the slowdown. In Mod B I am able to get deeper into the tech tree without having a slowdown at all...
Mod A has more possible units to build, a few new buildings/wonders, and some new strategic and luxury resources. Mod A has an expanded tech tree to about 33 techs per era. I am getting stuck in Mod A at around 160 turns in (early Industrial era), whereas in Mod B I have a game at about 120 turns (early modern era) in without any slowdown. This is despite playing on a smaller map than Mod B. Mod A is played with 31 civs on 223x223. Mod B's map is massive, with so much land that the tundra is unsettled due to reaching the city limit. The Mod B save file is also in the modern age, with factories in most cities, with ~100 shields per turn being the norm. The cities in mod A are generating far fewer shields per turn, so for most civs that would mean less units. If Mod A has slower production (less units) and a smaller map (less cities), then why is operating so much less efficiently in the later game? The naval units in Mod A have a few additional movement points (up to 10 moves for Galleons for example) Could this be overburdening the late game in calculating AI move possibilities in open sea?
One thing to note about both Mod A and Mod B is both games have plenty of active war between the AI civs.
I am not sure what is behind the slowdown if I have been keeping number of units and cities in check for Mod A. Is it the number of turns I have played? Did the games of Mod A have the chance to accumulate more units for all AI civs, therefore having more units than the Mod B game despite having slower production per city? I find this hard to believe but I am not sure what else could be behind this. Could it be related to the number of techs? The added resources complicating trade calculation? What should I tweak for another iteration of Mod A?
-lowering map size to reduce number of cities
-limiting buildings that boost production to reduce number of units
-I installed the C3X patch mainly to make the game more efficient at computing trade routes in later turns
Despite these changes I am still experiencing the slowdown. We'll refer to it as "Mod A" from now on. Comparing Mod A to older mod I have, known as "Mod B", I can't figure out what else could be behind the slowdown. In Mod B I am able to get deeper into the tech tree without having a slowdown at all...
Mod A has more possible units to build, a few new buildings/wonders, and some new strategic and luxury resources. Mod A has an expanded tech tree to about 33 techs per era. I am getting stuck in Mod A at around 160 turns in (early Industrial era), whereas in Mod B I have a game at about 120 turns (early modern era) in without any slowdown. This is despite playing on a smaller map than Mod B. Mod A is played with 31 civs on 223x223. Mod B's map is massive, with so much land that the tundra is unsettled due to reaching the city limit. The Mod B save file is also in the modern age, with factories in most cities, with ~100 shields per turn being the norm. The cities in mod A are generating far fewer shields per turn, so for most civs that would mean less units. If Mod A has slower production (less units) and a smaller map (less cities), then why is operating so much less efficiently in the later game? The naval units in Mod A have a few additional movement points (up to 10 moves for Galleons for example) Could this be overburdening the late game in calculating AI move possibilities in open sea?
One thing to note about both Mod A and Mod B is both games have plenty of active war between the AI civs.
I am not sure what is behind the slowdown if I have been keeping number of units and cities in check for Mod A. Is it the number of turns I have played? Did the games of Mod A have the chance to accumulate more units for all AI civs, therefore having more units than the Mod B game despite having slower production per city? I find this hard to believe but I am not sure what else could be behind this. Could it be related to the number of techs? The added resources complicating trade calculation? What should I tweak for another iteration of Mod A?
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