The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
hm, I would be glad to read your conclusions. And I hope, there will be a way to enjoy, the conclusioned way to play fast, for me. Only 'cause I like it the way it is, I invest such amount of times in a save.
Anyway, my trade goes normally only through starbases and gates to avoid piracy. Yes there was a problem with gateways at the begin, 'cause the effect of starbases had impact also to the connected end of the gateway and beyond. Especially the effect beyond the gateways other end and these systems caused monster speed decreases. And now, I can't understand why trade should make such a bottleneck in speed..... I've never played machines nor hives, 'cause I miss the feature to get rare materials from the market. In the saves I also build normally earlier or later a ressource silo, so that one day trades in worth up to 1M per month can be done for gases and crystals. With 1M a month you get about 19k rare materials, for the higher research labs, gene stuff, and so on. This I would have to be generated all by myself then, or ?
Anyway i'll will read it, and play the game as it has to be for speed optimated games
Wonderful analysis. Additional: before PDS introduced free_jobs, so the AI could get ahead of itself by having job vacancies, the AI instead had massive unemployment and empty building tiles. After Glavius' AI was injected, after free_jobs was introduced, the AI often still has massive unemployment and empty building tiles. Your result that AIs can have excess vacant jobs in end-game contradicts some of my own analysis when developing EDAI, and makes me think that something has been improved with 2.4 or 2.5.
Still, the AI needs to have vacancies, and thus build up front of unemployment, if it is to have any chance of a somewhat responsive workforce. And it must have a responsive workforce, but not the silly job-popping caused by deficits that we have now.
It may seem confusing, considering the current state of performance and AI, but the devs have actually been trying to optimise job management and AI planetary development, along with consultation with a modder, Glavius, who'd made more progress than they had. I've studied closely the evolution of those systems since the planet overhaul of MegaCorp.
OP, you've narrowed down the issue and proposed fixes. But as (I feel) proven by that quarantine thread, the devs cannot or will not address the issue of performance with the urgency you suggest it needs.