I noticed that a planet will continually switch jobs on a daily basis. This is due to the fact that you guys implemented the "lazy" approach of dealing with trait priorities. The fix for this mess is to, instead of checking DAILY for pop switching priorities, implement a few on_action triggers attached to events (i.e. a new building is built, relocation of a pop, a pop is born, a new planet is conquered, etc.) which will DRASTICALLY help CPUs. Daily O(n) operations are absolutely not needed for this! (even monthly or yearly for that matter!).
I am sure your coders implemented this half-a*s method because of the release date "rush"...now that the holidays are over there are no excuses for not sitting down and implementing a few on_action triggers to help with performance.
I am sure your coders implemented this half-a*s method because of the release date "rush"...now that the holidays are over there are no excuses for not sitting down and implementing a few on_action triggers to help with performance.
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