- Mar 30, 2017
a game engine is not to a game what a car engine is to a car, a game engine is simply the code that you start with before you build your game. An engine cannot "operate beyond its design specs" as you said unless that means not working entirely, the lag is caused on the scripting side and the game code, pops themselves are a construct of the game code and are not present in other games using the same game engine. It is easy to tell that you can fix the problems with Stellaris without changing the game engine or the amount of pops because vic 2 does handle about 10,000 pops and has the same enginePDX creates a 4x with pops and sell is like "it's going to be even better than victoria 2!!!, you can do anything with pops!", and then it's the fault of modders that create scripts that touch pops. Besides the product crawls down to unplayable speeds without mods.
All of this was irrelevant when planets had 25 pops. By allowing hundreds of pops on colonies without a proper system to process then, most/all scripts broke (performance wise), and now it's the fault of the scripts and not of the engine. No, the assimilation script was not to blame, the fact that you chose to throw 10.000 pops at it, and have the engine operate beyond its design specs is.
Yes, you can spend time to improve the scripts, but that will always have a marginal or minimal improvement, without solving the undelying issue.
if they reduce the amount of checks made on the pop or optimize how the checks are done they will solve the problem with lag