I tried to mimic Civilization style starting with everything uncolonised and nations starting with only 1-3 provinces. I also reduced the price of all colonial buildings to £10.
After realising the "Group Nations" was giving me problems I used these kind of settings:
First settings were 200 nations and percentage of occupied land 5. The program crashed, no biggie, only had to change the 5% to 10% to get it work (maybe one bug to squish ). In game every day took about an half minute. Needless to say it was unplayable.
Second settings were 100 nations and 10%. Same result.
3rd was 20 nations and 5%. It took maybe 15-20 seconds now to change the day.
4th was with 2 nations and 1%. Speed was playable but it was slower than in 1836 scenario! Interestingly the AI nation didn't even build anything in the few months I ran the game. Though that was the case in the other scenarios aswell, not everyone did build.
So I went and changed the colonial buildings prices to normal, made a scenario with 200 and 10%. Now it runs much faster than the first example, but still overall slowly considering only Australia, Japan and isles between them plus some random ones are occupied.
Lastly I made more realistic starting with 200 nations and 75%. It was faster than with 10% but still slow considering how it would have been in the previous version of RickRand.
Is there anything to do with the AI, since even basic scenarios with free colonial buildings doesn't cause this kind of slowing? Option to drastically reduce the amount of claim targets in the AI files?
Also the program crashes now if occupied land is put to 100% (it does not in 99,9%).
After realising the "Group Nations" was giving me problems I used these kind of settings:
First settings were 200 nations and percentage of occupied land 5. The program crashed, no biggie, only had to change the 5% to 10% to get it work (maybe one bug to squish ). In game every day took about an half minute. Needless to say it was unplayable.
Second settings were 100 nations and 10%. Same result.
3rd was 20 nations and 5%. It took maybe 15-20 seconds now to change the day.
4th was with 2 nations and 1%. Speed was playable but it was slower than in 1836 scenario! Interestingly the AI nation didn't even build anything in the few months I ran the game. Though that was the case in the other scenarios aswell, not everyone did build.
So I went and changed the colonial buildings prices to normal, made a scenario with 200 and 10%. Now it runs much faster than the first example, but still overall slowly considering only Australia, Japan and isles between them plus some random ones are occupied.
Lastly I made more realistic starting with 200 nations and 75%. It was faster than with 10% but still slow considering how it would have been in the previous version of RickRand.
Is there anything to do with the AI, since even basic scenarios with free colonial buildings doesn't cause this kind of slowing? Option to drastically reduce the amount of claim targets in the AI files?
Also the program crashes now if occupied land is put to 100% (it does not in 99,9%).