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Xam Enyap

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I have found a way to limit trade in the game, and it reduced the seconds needed for a day to advance to 12 seconds, nearly as little as the seconds needed for the day to advance with trade disabled (9 seconds).

This is what I did, I changed defines.lua which you can find in the common folder:
defines = {
...
IC_TO_CONSUMER_GOODS = 5.0,
IC_TO_SUPPLIES = 7.0,
CONVOY_BUILD_COST = 2,
CONVOY_BUILD_TIME = 40,
ESCORT_BUILD_COST = 3,
ESCORT_BUILD_TIME = 50,
LEADERSHIP_TO_SPIES = 0.05,
BUILDING_REPAIR_SPEED = 0.1,
LEADERSHIP_TO_OFFICERS = 1,
THREAT_FROM_CONVOYS_MODIFIER = 0.1,
CONVOY_CONSTRUCTION_SIZE = 10,
MAX_DAILY_TRADE = 5 - Originally, it was 100
...

Besides improvements in speed, al those countries will spam you less with trade proposals!

This sounds like quick and easy one.
 

unmerged(112206)

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Great find, made the game considerably faster on higher speeds for me. I'm still experiencing some interface lag on those higher speeds but I doubt you'll be able to fix it. I can cope with the lag, it's only during peacetime anyway.

At least now I'll be able to advance considerably fast!
Thanks
 

unmerged(51002)

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I have found a way to limit trade in the game, and it reduced the seconds needed for a day to advance to 12 seconds, nearly as little as the seconds needed for the day to advance with trade disabled (9 seconds).

This is what I did, I changed defines.lua which you can find in the common folder:
defines = {
...
IC_TO_CONSUMER_GOODS = 5.0,
IC_TO_SUPPLIES = 7.0,
CONVOY_BUILD_COST = 2,
CONVOY_BUILD_TIME = 40,
ESCORT_BUILD_COST = 3,
ESCORT_BUILD_TIME = 50,
LEADERSHIP_TO_SPIES = 0.05,
BUILDING_REPAIR_SPEED = 0.1,
LEADERSHIP_TO_OFFICERS = 1,
THREAT_FROM_CONVOYS_MODIFIER = 0.1,
CONVOY_CONSTRUCTION_SIZE = 10,
MAX_DAILY_TRADE = 5 - Originally, it was 100
...

Besides improvements in speed, al those countries will spam you less with trade proposals!

That's made it go from 12 seconds/day to 9 or 10/day. Good find!
 

Van Diemen

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Please click this

And whatever you do, dont put in the scripts folder with the other lua files, but in the common folder instead! ;)
Thanks Kaiserguard, I'm going to check it out whether it really helps. Will keep you all informed. BTW a day takes about 14-15 sec in my game currently, with a Duo Core 2 E6300 processor.
 

Samefar

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I doesn't go faster one bit with ger in 1939 scenario with full ai controll tough. May help a bit in 1936 I guess, but that's irrelevant for me since I like wars.
 

Tahuti

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I have indeed tested it only on the 1936 scenario. But there are alot of things that possibly can be artificially limited by defines.lua.

It seems to be purely AI: It doesnt seem to limit the amount of trade a human controlled country can iniatiate.
 

Saluki77

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Does that change the amout of trade they do per day, or the total trades they are allowed to have? Could be pretty bad for the AI if it could only have 5 trades, with all the stupid trades it makes.
 

unmerged(37921)

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A major problem is still that the game is slower on new, high end computers, than on older ones.
A 3500+ should be able to come anywhere near a q9450 anyway. Now the 3500+ seems way faster. Something else is wrong here.
 

Samefar

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I tried it out myself, by giving ai_foreignminister and ai_diplomacy intendedly wrong extensions.

I counted a day manually with, and without these files, coming to the following conclusion:
With the files: about 19 seconds for each game day to pass
Without: about 9 seconds for each game day to pass

The game is solidly build gameplay-wise, altough this problem isn't something to overlook.

This works for me, by renaming these files, I got 3 minutes a month instead of 6 as ger in 139 full ai control., with 5-6 sec a day.

edit: however, the diplomatic ai is dead, and so is the production ai as well.
 
Last edited:

Thunda

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This hasn't had any effect for me .. if anything, its made it slower (DOH! Go figure) ..

Ok, I wasn't painfully as slow as what some others seem to be .. about 6 seconds a day, max speed, on the "start in 1939 and do nothing with the UK" scenario that appeared on another thread .. could be my PC can handle the AI trades quick enough as it is and limiting like this doesn't make any difference

So - there could be something else going on too ..
 

unmerged(83998)

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the ai still is a irrelevant as it was in hoi2 so the slowdowns really are a pain in the ass

sealion in 1940 was ridiculously easy :( poland and france fell before winter '39
 

Taelyn

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Some changes I found that reduced the number of trading going on.

In proposed trades in the ai_foreign_minister, change

Code:
local SMALLEST_TRADE = 0.03

to something larger. I'm using 0.5. Might kill smaller countries though. Need to update the

Code:
elseif requested > SMALLEST_TRADE then

with another elseif to set the requested to the smallest trade, should insure countries build up a surplus then. Also, change the lines with

Code:
if ministerCountry:GetTransports() == 0 then

to

Code:
if ministerCountry:GetTransports() < 10 then

This line appears twice. Then you can change the production file, in the construct convoys section add a +10 to this line,

Code:
neededTransports = neededTransports + (ministerPortCount - freeTransports) -- want some spares

so that its

Code:
neededTransports = neededTransports + 10 + (ministerPortCount - freeTransports) -- want some spares

Which should guarantee the AI keeps at least 10 spare convoys (which should be enough for most trades). By about April/May in my game, things had sped up greatly as the number of cancelled trades was less than 1/week. Your experiences may differ, but by April/May the game was moving noticably faster for me.

I'm working now on how the AI handles supplies. Most AI nations run a supply deficit and then trade for supplies, thus eating up their convoy reserves.
 

d0mbo

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It all sounded logical, but it doesnt seem to increase the speed on my Sweden game.

It does look like Intel + ATI systems tend to run the game slower, or am i too fast in judging?....

keep on the good wrok guys and paradox!
 

Thunda

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I'm working now on how the AI handles supplies. Most AI nations run a supply deficit and then trade for supplies, thus eating up their convoy reserves.

Thinking that would kill the minors - A lot can seemingly only make money by selling supplies to the big boys - if the big boys switch to Supply Surplus then they won't have much reason to trade with the minors ..

Or .. would they?? :mad: