Heya! I'm not really used to this forum, and chances are I'm not putting this in the right place. If that's the case, I'm terribly sorry, and will be happy to comply with whatever is needed.
Generally speaking, as I understand it, Stellaris in the wonderful-in-concept Le Guin patch has a very large issue with slowing down as the game progresses later on in the years, and in some cases even crashing (which it does on mine). Generally, slowing down the game speed tends to fix that, which leads me to believe that the game is running more calculations than an average computer can run now.
I'm sure by now, that Paradox itself is likely abuzz with possible causes and solutions already. Chiefly of these, likely, is managing how to handle pops-- And the computing that comes with it.
Prior to Le Guin, each planet concerned itself with no more than 25 pops each, averaging roughly at 17, maybe 18 pops per planet if they were fully inhabited. Nowadays, however, there's more pops for the game to manage. I would estimate something like three times the amount, as each non-housing district houses two pops, each housing district contains five, and planet size determines how many districts you can have, maximum. This is excluding things like maxing expansion traditions, agrarian idyll, communal traits in pops, housing buildings, etc., which makes it so that housing pops becomes more variable. And that beyond that, this is not even a hard cap.
This is a lot of pops. It begs the question: if (assuming) that pops are the chief cause of game lag, then how does one reduce the computations needed for these guys? Would it help to attempt to abstract the pops more?
This is likely a lot more than you guys really wanted to read. I can propose ideas, but they've likely already been echoed through the dev teams at least once. I'd like your guy's opinions.
Generally speaking, as I understand it, Stellaris in the wonderful-in-concept Le Guin patch has a very large issue with slowing down as the game progresses later on in the years, and in some cases even crashing (which it does on mine). Generally, slowing down the game speed tends to fix that, which leads me to believe that the game is running more calculations than an average computer can run now.
I'm sure by now, that Paradox itself is likely abuzz with possible causes and solutions already. Chiefly of these, likely, is managing how to handle pops-- And the computing that comes with it.
Prior to Le Guin, each planet concerned itself with no more than 25 pops each, averaging roughly at 17, maybe 18 pops per planet if they were fully inhabited. Nowadays, however, there's more pops for the game to manage. I would estimate something like three times the amount, as each non-housing district houses two pops, each housing district contains five, and planet size determines how many districts you can have, maximum. This is excluding things like maxing expansion traditions, agrarian idyll, communal traits in pops, housing buildings, etc., which makes it so that housing pops becomes more variable. And that beyond that, this is not even a hard cap.
This is a lot of pops. It begs the question: if (assuming) that pops are the chief cause of game lag, then how does one reduce the computations needed for these guys? Would it help to attempt to abstract the pops more?
This is likely a lot more than you guys really wanted to read. I can propose ideas, but they've likely already been echoed through the dev teams at least once. I'd like your guy's opinions.