Elimination of 40% of game lags for all PCs. There is a solution!

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This has sped up my game a lot and greatly increased my enjoyment of the late-game - thank you very much for posting this here, kind sir! :)



A bit of an off-topic question:

1) comrades with laptop versions are marked with an asterisk

#2-5 fastest are all laptops - how can the comrades with laptops have such fast laptops? Are they all super rich??? At least here in the west powerful laptops are usually more expensive than powerful desktops.
 
Jesus Christ, this mod actually works.

I downloaded that savefile and let 6 months pass without the mod.

6 months = 1 minute 7 seconds.

With the mod it took

6 months = 38 seconds

Thanks dude!

I also tried this mod with some of my own savefiles. The performance increase there wasn't as big as in your savefile, but still around 20-25%. That's still a lot.

Unfortunately there seem to be game-breaking bugs going on, such as my spiritual POPs not taking up researcher jobs. Makes the game unplayable as a spiritualist empire right from the start.
 
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Instead they are focused on "summer experimentation".
The summer experimentation was literally them using their vacation time to experiment with new features, not a waste of time.
 
Guys this is absolutely bloody insane, thank you!

I'm an unusual use case as my empire (below) is quite far advanced, but visually the responsiveness is way up, and the game time appears to be running 200-300% as fast as it was before the mod (probably due to my c5k pops). You've made my late game playable again, you legends! Thank you so much

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So are the comments on Steam incorrect/misleading or does this mod remove strata promotion? Because that's a pretty important feature to simply remove. Advertising such large performance gains without clearly stating which major components will stop working feels a bit dishonest. I'd love to improve performance, but not if it means I have to wait for new specialist and ruler pops to grow while paying the maintenance on those buildings.
 
Is there any way to just set the game to only check job distributions on the commencement of the 29th/30th day of the month? Instead of it checking every single day.

Jobs only produce something as the month rolls over, so it seems absurdly wasteful to be running 30 checks per month, when only the last job distribution of any given month will matter. You'd go from 360 checks to 12 (or 24 if you count the 1st day of each month too) which would probably be more than a +40% speedup and would not lose any vanilla functionality.

As I understand it, that mod just tells the game to skip the checks on anyone already employed, it doesn't reduce the check frequency (set to each daily tick by default).
 
So are the comments on Steam incorrect/misleading or does this mod remove strata promotion? Because that's a pretty important feature to simply remove. Advertising such large performance gains without clearly stating which major components will stop working feels a bit dishonest. I'd love to improve performance, but not if it means I have to wait for new specialist and ruler pops to grow while paying the maintenance on those buildings.

While I agree with this, it's not reasonable to expect a mod to give big performance boosts for free. If it was easy and free, Paradox would have done it already.
 
o are the comments on Steam incorrect/misleading or does this mod remove strata promotion? Because that's a pretty important feature to simply remove. Advertising such large performance gains without clearly stating which major components will stop working feels a bit dishonest. I'd love to improve performance, but not if it means I have to wait for new specialist and ruler pops to grow while paying the maintenance on those buildings.

No, the comments are misleading.

If in a nutshell, here are the categories of POPs who still count their work every day and are able to change it daily:
has_job = no
has_job = servant
has_job = slave_toiler
has_job = assimilation

Do you want miners to become metallurgists? Just lower the mining priority to zero. This will make them unemployed and they will move to a new stratum as usual.

You need to ask the author of the mod - is it possible to add new types of work to this list for miscalculation - let everyone configure for himself.
 
Yes. However, it does nab a tiny bit back for the monthly health checks (one planet per empire), which is where the economic fixings happen. Also had's mod won't reduce unemployment in end-game, which itself can lag up the game some, no matter what. There's plenty of hard-code processing of pops happening, other than just weight block evaluations for job suitability. Less pops means less of that as well, which is what EDAI provides some of for late-game.

The solution for late game lag may be the exact opposite.
  1. Add jobs if there is a need for them. Also means close jobs if the resource is not required.
    1. What I mean is that buildings may create 5 miner jobs, but if the empire only needs 3 workers to produce enough resource then restrict the job availabilities to 3.
  2. Only move pops which are unemployed if there are open jobs.
  3. Do not shuffle pops at all.
This would produce efficient use of pops, but not eliminate unemployment.
 
While I agree with this, it's not reasonable to expect a mod to give big performance boosts for free. If it was easy and free, Paradox would have done it already.

Recall that in Paradox in its 1.5 version of Stellaris there were fleets from 700k to 1M for a long time until they realized that less is more
 
The solution for late game lag may be the exact opposite.
  1. Add jobs if there is a need for them. Also means close jobs if the resource is not required.
    1. What I mean is that buildings may create 5 miner jobs, but if the empire only needs 3 workers to produce enough resource then restrict the job availabilities to 3.
  2. Only move pops which are unemployed if there are open jobs.
  3. Do not shuffle pops at all.
This would produce efficient use of pops, but not eliminate unemployment.

Yes changing job provision so there is no unemployment, or not moving pops once they're employed, is an obvious performance fix, but there's more that can be done whilst also retaining pop swapping functionality that is actually desireable. Also there's more processing of pops going on than evaluations of job suitability weightings (which everyone seems to have forgotten in their fanatical pursuit of a magic bullet performance fix).

And because no vanilla 'purist' wants such an overhaul of vanilla. PDS' numbers are sacred. Thou shall not change job provision in a fix of vanilla AI. Just ask Glavius for confirmation of that.

And because as soon as one pop more suitable for a job than another doesn't take over that job, the min-maxers will have a fit and fill up the bug forum. (Do a forum search for how often that has pissed off someone.)

If you think dynamic job provision is a realistic solution, get modding sir. The market's wide open.

And E.D.A.I often introduces a 100% performance increase -- at least with testing done on this forum and a small subset of computers.

Apparently reducing levels of unemployment in end-game combined with dynamic job provision based on empire demands, through the switching of buildings and districts, can garner a better performance boost than 40% from just eliminating pops swapping to more suitable jobs.

But it seems facts are just me boasting and I'm doing it all wrong.

(Clearly I need a russian comrade proxy to start a thread on my behalf.)
 
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Those are the slower ones (longer times), not faster.

Oh yeah, I just saw they were on top and assumed they were the top speeds. Thanks, I guess I'm the slow one here, heh. :D
 
Would it be a feasable performance increase if all checks, unchanged in their nature, are performed at the 30th of each month instead daily?

Not really, no. This would bog down the month-end tick, which is another performance hit that would not be spread across the month. The complaints would change, but there would still be an obvious delay, especially in end-game. Job evaluation and pop swapping would all happen in one massive 'burp'.

Job evaluation is not daily for all jobs. It's a percentage of pops per day. Reducing that might garner a small performance boost, with a slight loss of dynamic pop job placement, which for many players would be less desireable than the right pop in the right job right now.
 
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