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.
Fine, based on the video, Stellaris will start roughly half a real-time-minute faster. Maybe even a whole real-time-minute in some cases ?
I promise that I will be more impressed if the game itself would run faster during its actual play-time so that I wouldn't waste a zillion of real-time-HOURS due to ingame-performance-issues.
Have I missed something, but ( altough 3 whole months have already passed again ) this is all for now, right ? So, let me guess that the 3 whole months were actually used for something else ... like new content ... for a new DLC and its update ?
Hello everyone, this is The French Paradox speaking!
You need to observe a specific AI nation for the skull tooltips to show.
AI (and performance for that matter) are always things we keep in mind. The next patch will contain some tweaks on that topic, as the ones after that too. It's a recurring topic that we work on over time, it's unlikely that there will be the _one_ patch that solves everything at once.
- Pop growth, (automatic) migration, resettlement simulator lategame, pop micromanagement hell and gene modding problems, having to use an edict to fix pop micromanagement which is locked behind Galactic community and 3 resolutions.
- AI being as stupid as ever while Starnet AI, being developed by 1 modder with less tools than Paradox, made an AI fully capable of managing its economy with 0 economy cheats.
- Automation as in planet and habitat auto-build. Its completely broken and just as stupid as the AI. This feature will kill your economy instead of making lategame bearable. There are no working tools to have the AI reasonably automate the tedious micromanagement for you.
- Crisis AI is broken since 2.2 since the Crisis is too stupid to actually conquer the galaxy. Even worse, the 2.6 patch did focus on Crisis, but Paradox didn't care about fixing whats wrong. Instead they just changed how Crisis targets a player. No one asked for this - instead players asked Paradox to fix the Crisis AI. But Paradox didn't care.
- The game was never designed with colonizing 50, 75, 100+ planet and Habitats. Paradox had to add a x25 Crisis multiplier because of this. (Of course it doesn't help at all because Crisis is broken, see 4.) Quest rewards and science from station was never adjusted for 2.2 science costs and science from station and rewards are quite close to useless in most instances.
- Balance is completely absent. As a quick example: Spiritualists are no match for Materialists, since 2.2. The very recent update was a huge slap in the face for Spiritualists and made them much worse since most Edicts are now permanent -rendering edict cost and edict duration bonuses from Spiritualist Ethic useless. (Makes you facepalm immediately if you think about it, but apparently Paradox did it anyway)
As it stands, I never saw any of your customers complaining about loading times and even if the game took double the amount of time to load right now, without the beta patch I wouldn't care at all. What most of your players care about is how slow it plays near mid game/end game - and forum admins had to even isolate all those posts to a megathread, cause it was all over the place.
I feel like transport handling is probably the weakest bit of the fleet AI today. I have a few beta changes that improve objective selection (avoiding sending fleets on long trips) but it's a bit too early to present and it may not address entirely address that exact issue. That's the trick with AI, while reasonably feasible to make it behave better in one given test case, you always run the risk of making it worse in all the others.OK, so my main fleet is running towards the other end of my space to merge with the single transporter there. OK, that is still dumb but it's not randomly dumb. I abandoned this game months ago and finally have an answer.
I'm afraid that's not how it works. If I could make a script that magically transforms some game logic into something thread friendly, I could probably put a bunch of programmers out of a jobi was wondering if you could make an auto threading script that applies to mods
After playing with both EU4 and Stellaris loading benchmarks, I can give you one right now: try avoiding have lots of small files (like EU4 does with one text file per province). Windows is just terrible at loading those efficiently. My first idea was to "compile" the game text files into one big archive after the first load to speed up subsequent startups, but it would have taken some time to implement safely and wouldn't have benefited Stellaris as much as the other changes I made.it would be cool to see higher interaction between the devteam and modders giving them access to performance metrics. some dos and donts
But that're basically the results of this dd. Anything else is speculation. An improvement of -15, -30 or even -45 seconds ( of loading-times ) would be nice and dandy if the game has to deal with several situations like that ( like in Total-War-games when such a game switches between the campaign-map and battles ), but in Stellaris it's nearly useless once you're in your session.While your point about the game running slowly is valid, this isn't the entire update, and I seriously doubt they would optimise threading solely for loading times.
Sorry, but unlike results, intentions don't impress me anymore.Not to mention, they specifically mentioned they were going to be working on other areas of performance.
Nice.first we developers restart the game a _lot_ during development (think something like 20+ times a day) so that's a huge productivity improvement for us.