That's not quite the way it works. The "Local System Gen. Spread" is the range of the system IDs which make up viable targets for jump points leading out of the system -> It does in no way limit the number of jump points in itself. If you check the galaxy map, there's a display option to show you the IDs of every system. Sol, for example, always has the ID zero. Now, if you have a spread of two and the "Local System Gen. Chance" at 99%, there's a 99% chance that any exploratory jump out of this system will lead to a system within a two integer range from the ID of the current system.
For Sol, this means that there's a 99% chance that the system will have the ID 198-002, assuming you have a limit of 200 systems. There's also a 1% chance that the system will instead have any random ID.
Effectivly, this means that a high chance and low spread will amount to small clusters of systems discovered, which (in ID terms) are close to one another and often interconnected with various jump points. If you have many discovered systems around ID zero, there's a high chance that system #2 will connect to a known system, as there's only a 1% chance of it to break out of this 'cluster' of known systems.
That's what i said. Okay... I wasn't very clear
. But yes, I understand how it works
.
What i was saying is that setting 90% in Gen. Chance and 2 in Gen. Spread. (for example) is, in fact, ineffective. With these settings, a system should only have 4 possible jump points, sometimes more if they fall into the "10%" that does not link to a local system.
But the game does not work like that. Jump points are generated randomly and this is only when they are explored that these settings are taken into accounts. As such, extreme settings like these are simply impossible for the game to follow. I cannot be completely sure of what I say, but this is what i observed in my testing.
This is why i am looking for an alternative.
Am i clear? I may not speak english very well... ^^
Not so much if you disable planetary orbital movements. They're calculated only every five days and usually don't cause nearly as much lag as NPR movements. With 500+ systems the movement of 2000+ planets can be taxing, but only during (standard time) build increments. If you simply uncheck that option, the number of systems should have a very marginal impact on your delays.
You misread my post
. What i'm saying is that since NPRs explore, they generate new NPRs and, as such, increase the lag. I always disable orbital movements anyway.