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On the star base click on trade routes... and to select the target click right on the target starbase... it then should draw a route to that starbase, if one already exits it cancels the route.
Thanks for the hint
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On the star base click on trade routes... and to select the target click right on the target starbase... it then should draw a route to that starbase, if one already exits it cancels the route.
it does most certainly. Trade protection range from starbases functions the same as trade collection range
i'm sure the piracy calculation is done daily... i hope that doesn't require an update on each starbase everyday too. But the more i think about that, thhe more i'm convinced it doesTHAT could very well be the source of a HUGE amount of lag... since it will always go out a number of tiles, if you're going through gates, it will ALWAYS check appropriate tiles through the gates. wow, i've programmed a descent amount of pathfinding, and that sounds like it could easily chew into performance. wonder how often it updates its coverage...
Same could be said for hyperlanes though "can you imagine all these ships lining up, waiting for their turn for a hyperjump so they don't collide mid-jump?"I don't see why trade even needs to extend through wormholes or gates. Realistically, can you imagine the traffic jam of civilian ships all lining up to take their turn going through? It seems like something that would generally be reserved for military or VIP travel.
I don't see why trade even needs to extend through wormholes or gates. Realistically, can you imagine the traffic jam of civilian ships all lining up to take their turn going through? It seems like something that would generally be reserved for military or VIP travel.
I don't see why trade even needs to extend through wormholes or gates. Realistically, can you imagine the traffic jam of civilian ships all lining up to take their turn going through? It seems like something that would generally be reserved for military or VIP travel.
I tested some situations with gateway. At default condition, it takes 16s for 90days of game. But, when I constructed 5 gateways at starbases, it was 19s. Finally, with 3 more gateways, it was 43s for 90days! Indeed, i couldn't play a game at all. If it was a ironman game, it might be a horrible exp for me. Please fix this bug as fast as you can developers. Game without gateway is so annoying you know.
Wow your post really fired up my brain. I gues how bad the traffic jam would be depends on the exact way the gate system works. First of are the gates al connect or do they contact one another and then establish a connection from Origen to destination (think stargate). now if they are al connected does that mean they are all connected to a sub space as the slow zone in the expanse in whitch case the amount of traffic jams would be dependent on the size of the connecting space and the competency of space traffic con...
This issue makes large galaxies unplayable. No way i can play in 1000 star galaxy without at least 10-15 gateways. Hope they fix this before holidays
to me, it sounds like trade is making arbitrary distance calculations that should be saved and not redone. gateways are a problem with pathfinding because every gate has access to every other gate, which will make pathfinding start polling across the galaxy. if trade on it's own is producing lag, then gates will exasperate it. i wonder what their pathfinding coe looks like, is it A* or something more crude.
edit: does anyone know if starbase piracy protection extends through gates? this may also be a big performance eater
Gateways and wormholes will actually make A* not work as well because A* will often result in it missing the presence of a gateway that could cut a lot of nodes off the route and just going the slow way if the gateway is a little out of the way. You'd have to use something more like Dijkstra's Algorithm if you want to ensure it'll always be the fastest route.
That said, I doubt it's a case of what pathfinding algorithm their using, since none of the paths in stellaris are going to be very long or complicated, it's more likely to be a bug causing something to take far longer to execute then it should or is making calculations too often.