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BenaSPACE

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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.
 

FiddleSticks96

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It is my understanding that a big part of the mid-late game performance drop (which hasn't crashed my game like yours but has reduced the performance to the point that it is nearly unplayable) is largely caused by trade routes and trade pickup range. Trade routes and their related piracy penalties/events are calculated per DAY. This isn't really noticeable early game but by the time the mid game rolls around there are so many trade routes going, all being recalculated every game day that passes, that the game grinds to a screeching halt. This issue is further compounded by wonky trade pickup range calculations in and around wormholds/gateways, which make the calculations go crazy.

Pop calculations may have something to do with it, but those are calculated monthly and don't just randomly move around between jobs (even if the jobs they prioritize are inefficient) like they used to with tiles.

I am not a programmer and you shouldn't take my word on the matter as the gospel truth. This is just my current understanding of the performance issues.
 

Urza1234

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Lag due to pops has likely now been greatly reduced. The reason the game can now handle like 8x as many pops per planet is that pop calculations have now largely been rolled into that 1 pop growth slot per planet.
Pop factions do still cause some overhead, but its not calculated often enough to cause too much trouble afaik.

Edit: Apparently people think that jobs and pops are the same thing.
Yes jobs are causing lag. Pop growth and migration overhead has however been reduced.
 
Last edited:

Aed

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It is my understanding that a big part of the mid-late game performance drop (which hasn't crashed my game like yours but has reduced the performance to the point that it is nearly unplayable) is largely caused by trade routes and trade pickup range. Trade routes and their related piracy penalties/events are calculated per DAY. This isn't really noticeable early game but by the time the mid game rolls around there are so many trade routes going, all being recalculated every game day that passes, that the game grinds to a screeching halt. This issue is further compounded by wonky trade pickup range calculations in and around wormholds/gateways, which make the calculations go crazy.

Pop calculations may have something to do with it, but those are calculated monthly and don't just randomly move around between jobs (even if the jobs they prioritize are inefficient) like they used to with tiles.

I am not a programmer and you shouldn't take my word on the matter as the gospel truth. This is just my current understanding of the performance issues.
I'm pretty sure pop calculations are per day, or at least the ones related to Jobs are. You can tell that's the case because when you are reshuffling pops to try and get them into the right jobs they fill empty ones after a single tick.
 

Dëzaël

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I'm pretty sure pop calculations are per day, or at least the ones related to Jobs are. You can tell that's the case because when you are reshuffling pops to try and get them into the right jobs they fill empty ones after a single tick.

Glavius AI mod had a bug with job weights which made pops shuffle between jobs on their own every day like crazies in the entire galaxy. So yup, per day pop calculations.
 

kaboos

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So from what I've read about a compilation of this issue its existed all throughout stellaris's development and only becoming more prominent the more they want to do with the game.
the problem lies in there being more pops yes but, fundamentally this only convalutes the issue which is...

Stellaris's clauswitz engine (from what ive read this appears to be a bigger issue) does not have mult-threading seeing as its a older reused engine

This is a huuuuuge issue for a game like this
It means that instead of your stellaris calculating 6 pops moving times at the same time,
Its calculating everything one after another which will take 6 times as long FOR EVERYTHING!
and nowadays cpu cores dont go above using 3-4 ghz becuase its more efficient to add more cores on the cpu, for more speed.
so maybe if you get a supercomputer that would be speed up stellaris but only a litte....
 

UltimateTobi

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So from what I've read about a compilation of this issue its existed all throughout stellaris's development and only becoming more prominent the more they want to do with the game.
the problem lies in there being more pops yes but, fundamentally this only convalutes the issue which is...

Stellaris's clauswitz engine (from what ive read this appears to be a bigger issue) does not have mult-threading seeing as its a older reused engine

This is a huuuuuge issue for a game like this
It means that instead of your stellaris calculating 6 pops moving times at the same time,
Its calculating everything one after another which will take 6 times as long FOR EVERYTHING!
and nowadays cpu cores dont go above using 3-4 ghz becuase its more efficient to add more cores on the cpu, for more speed.
so maybe if you get a supercomputer that would be speed up stellaris but only a litte....
AFAIK Stellaris uses multi-threading/multiple cores (based on performance analyses here), but it's inefficient. In the end, all threads have to wait for the main thread, so there's also bottlenecking included.