If the issue has to do with pops searching for jobs every day, wouldn't them making it a monthly thing help cut down on the lag? Or would that not really change anything?
I guess that means I wont be running Glavius' AI mod anymore.
I was as surprised as you..it actually does work. The only reason i tried it was b/c it was the only game i had that had crisis spawned and wanted to see if a mod fixed it.
It’s aint perfect...all planets have only city districts for example...and the pop counts/0 buildings present on all planets make any economy the AI has useless. But it loaded and ran.
Indeed! It can use default values! Wow!!! Applause, people!That says something about the robustness of the Clausewitz engine.
There's a mod that removes "trade range" from trading hubs and adds a "trade range" of 1 to any outpost, thus eliminating the fact that the game supposedly reacalculates trade routes every day or month. People using that mod said that they did get a performance boost, albeit it wasn't the be-all-win-all solution. Has this been looked into?
A way to fix the problem of pop calcs is the same way Glavius did. Make it so that ONLY new pops and unemployed pops check for jobs. Once they find one, make it so they have to be manyally taken off their job for them to check for a new job. That'd probably fix the performance issue with pop calcs.
Especially considering that there is such a system in Stellaris even for modders to use: "on_action" that can trigger events when certain stuff happens. A bit strange that they seem to not having done the same for internal stuff...No, I have no idea why the notion of a pulling system is so appealing. Use push notifications. Every time a job opens up or closes, every time something happens that changes the local job situation, inform the interested parties (e.g. unemployed pops) of that event, then the pops can decide what to do. Pulling unnecessarily when nothing's changed is a waste of CPU time.
Yes, the system's a bit more complicated (not much), but it's also more automated and resource friendly.
It seems crazy! I don’t understand how anyone could’ve thought this new system would save on calcs. The old tile system was route simple. A tile was either occupied or unoccupied. Pop movement was confined to immigration. They never switched. The complaint was it eventually became a pain to min max your pops. But that was fixable.
Here? This new system is more expensive computationally while offering the player less control!
No, I have no idea why the notion of a pulling system is so appealing. Use push notifications. Every time a job opens up or closes, every time something happens that changes the local job situation, inform the interested parties (e.g. unemployed pops) of that event, then the pops can decide what to do. Pulling unnecessarily when nothing's changed is a waste of CPU time.
Yes, the system's a bit more complicated (not much), but it's also more automated and resource friendly.
Especially considering that there is such a system in Stellaris even for modders to use: "on_action" that can trigger events when certain stuff happens. A bit strange that they seem to not having done the same for internal stuff...
Additionally, if I recall people were noticing drops of performance after construction of new gateways, maybe something fishy is happening with the way how they are handled.
Have the devs said how often the pop job calculations are done?
which again are a monthly thing (and could rely on events for changes to begin with ).It calculates daily but I can't change it as its hard coded.