Aurora 4x
C# Aurora => General Discussion => Topic started by: Graymane on June 11, 2020, 07:38:23 PM
-
I am 177 years in and running 5 day increments with auto selected pulses. Each turn is taking 5 to 6 seconds to resolve. Is this normal? It seems really slow to me. I haven't run a game this many turns before. I haven't found any NPRs yet but I do have a NPR in the game from game start parameters. Changing the pulse length doesn't matter.
-
I am 177 turns in and running 5 day increments with auto selected pulses. Each turn is taking 5 to 6 seconds to resolve. Is this normal? It seems really slow to me. I haven't run a game this many turns before. I haven't found any NPRs yet but I do have a NPR in the game from game start parameters. Changing the pulse length doesn't matter.
By 'turns' do you mean years? If you mean 177 * 5 day increments (less than 2.5 game years) then something is obviously wrong.
Are you using AuroraMod with auto-save turned on? That could be the culprit after a long game, but still seems wrong.
How big is your database?
-
My latest save still going on is a TN start all basic but 5% survey and 15% research. I have discovered and explored around 20 systems and encountered 2 spoiler races and 1 NPR spawn.
I have 4 colonies and 4 civilians companies (roughly 100 ships).
I have 2 auto routes for refueling and harvesting (10 ships), 20 between Geo survey and Grav survey full auto going on and on around.
I am roughly 88 years into the game.
I use mostly 5 days increments unless strictly necessary to use less. I don't use Sub Pulses. I activate Auto Turns again unless strictly necessary to do otherwise.
The increments take between 2 and 3 seconds. I went down to 4 or 5 seconds after have just started the colonization on a new system having civilians and my fleets going up and down from Sol to set up and transport all the required installations and amenities.
-
Yes, I mean years. The game just is getting progressively slower as the years roll on.
-
Yes, I mean years. The game just is getting progressively slower as the years roll on.
I would say all it's fine.
Let me put this way: If it was 177 years in VB6 you would be probably spending 177 years real time from an increment to another :)
It has been proven that fleet history (civs and state) could clutter the database causing delays in open windows etc. I think Steve added a purge after a while or at least he said he would.
My guess is that even though you purge the history you still have multiple entries from click to click and multiple interactions happening so it doesn't matter, sooner or later you will have "slow" games. I really think the commas are needed because respect to VB6 it's still a lighting bolt.
-
If you haven't since you started seeing the problem, try saving, closing the game, and launching it again.
No guarantee it will help, but I've seen slow progression for no obvious reason go away when I did that.
-
I am 177 years in and running 5 day increments with auto selected pulses. Each turn is taking 5 to 6 seconds to resolve. Is this normal? It seems really slow to me. I haven't run a game this many turns before. I haven't found any NPRs yet but I do have a NPR in the game from game start parameters. Changing the pulse length doesn't matter.
Do you have civilian shipping lanes enabled?
For me that noticeably impacts game performance once there are several hundred of them flying about.
I switched them off via the game options to prevent them spawning more in, and then deleted a few to get their numbers down to something reasonable.
-
I have some very long games and civilians were causing most slowdowns for me as well. So turning them off and reducing number of their ships should help.
-
Hmmm...sounds like civilians are the problem, I will try turning them off and reducing them. I have a lot.
-
I experienced the same slowdown at 220 years in.
I purged all the civilian shipping lines and the game speed is back to starting game speed.
I don't know if it is the amount of ships or the db entries.
[EDIT]
Since I removed all the shipping lines now they don't spawn.
-
How do I do that?
-
I second the question - do you just delete them like you would normal fleets?
I have like 300 civies meandering about
-
Guess it was easier than I though. You can just click on a ship, fleet or entire company and hit the delete key in the fleet org. Fixed my game immediately, I just left one company for now.
-
Guess it was easier than I though. You can just click on a ship, fleet or entire company and hit the delete key in the fleet org. Fixed my game immediately, I just left one company for now.
You monster!
-
Guess it was easier than I though. You can just click on a ship, fleet or entire company and hit the delete key in the fleet org. Fixed my game immediately, I just left one company for now.
It's funny that I ran across this thread, since i was having the same issue with horrendous game slowdown. I thought i had NPR's in one of the systems and frantically tried to hunt them down. Turns out I should have been looking closer to home at the 200+ colony ships sitting in orbit around Terra. Since i play with the Commercial Ships turned off, as soon as i turned it on i was blown away by the number of ships sitting there. Once i deleted the worst offenders, the game is back to its old state.
Very much appreciate the assist with figuring this out.
-
Guess it was easier than I though. You can just click on a ship, fleet or entire company and hit the delete key in the fleet org. Fixed my game immediately, I just left one company for now.
It's funny that I ran across this thread, since i was having the same issue with horrendous game slowdown. I thought i had NPR's in one of the systems and frantically tried to hunt them down. Turns out I should have been looking closer to home at the 200+ colony ships sitting in orbit around Terra. Since i play with the Commercial Ships turned off, as soon as i turned it on i was blown away by the number of ships sitting there. Once i deleted the worst offenders, the game is back to its old state.
Very much appreciate the assist with figuring this out.
Before purging civilians it's a good idea to check the annual wealth and see how much they contribute to your budget, you don't want want to fast forward bankruptcy.
-
Guess it was easier than I though. You can just click on a ship, fleet or entire company and hit the delete key in the fleet org. Fixed my game immediately, I just left one company for now.
It's funny that I ran across this thread, since i was having the same issue with horrendous game slowdown. I thought i had NPR's in one of the systems and frantically tried to hunt them down. Turns out I should have been looking closer to home at the 200+ colony ships sitting in orbit around Terra. Since i play with the Commercial Ships turned off, as soon as i turned it on i was blown away by the number of ships sitting there. Once i deleted the worst offenders, the game is back to its old state.
Very much appreciate the assist with figuring this out.
Before purging civilians it's a good idea to check the annual wealth and see how much they contribute to your budget, you don't want want to fast forward bankruptcy.
Unless you are in an expansion phase colonizers are worse than deadweight because not only do they not contribute anything to the economy, they keep valuable population in cryostasis.
-
Unless you are in an expansion phase colonizers are worse than deadweight because not only do they not contribute anything to the economy, they keep valuable population in cryostasis.
You're not going to get that population back if you delete the shipping line, are you?
-
Unless you are in an expansion phase colonizers are worse than deadweight because not only do they not contribute anything to the economy, they keep valuable population in cryostasis.
You're not going to get that population back if you delete the shipping line, are you?
Nope. What you have to do is find a cost 0 colony that has space and set it as a destination so the civvies can unload before you delete them. I find that it is a good policy to do this any time that I stop expanding.
-
Before purging civilians it's a good idea to check the annual wealth and see how much they contribute to your budget, you don't want want to fast forward bankruptcy.
I noticed a drop in Wealth production right after I deleted the largest fleet, but i thought it was related to something else. I'll make sure i think about the ramifications of my rash actions in the future.
Always something that I didn't think through with Aurora. :-)
-
Nope. What you have to do is find a cost 0 colony that has space and set it as a destination so the civvies can unload before you delete them. I find that it is a good policy to do this any time that I stop expanding.
Good info, i'll remember that for next time.
-
Just have to say I find people saying 5-6 seconds for an increment as slow is highly amusing. Something equivalent in the VB version would have taken minutes. :)
-
Guess it was easier than I though. You can just click on a ship, fleet or entire company and hit the delete key in the fleet org. Fixed my game immediately, I just left one company for now.
It's funny that I ran across this thread, since i was having the same issue with horrendous game slowdown. I thought i had NPR's in one of the systems and frantically tried to hunt them down. Turns out I should have been looking closer to home at the 200+ colony ships sitting in orbit around Terra. Since i play with the Commercial Ships turned off, as soon as i turned it on i was blown away by the number of ships sitting there. Once i deleted the worst offenders, the game is back to its old state.
Very much appreciate the assist with figuring this out.
I think as well as number of civie ships the number of shipping companies affects performance as well. I keep around 300-400 civie ships in around 4 shipping companies in my game since their trade good traffic is around 30% of my economy (im including trade good exports and relevant taxes) and it takes me 10 seconds tops to get through a month.
-
I'm approaching year 900 in my current game with civilians disabled. No significant slow downs observed.
-
I'm approaching year 900 in my current game with civilians disabled. No significant slow downs observed.
Thats because you disabled the only thing that would have caused major slowdowns lol. How many NPRs are active for you?
I'm about 150 years in and with about 400 civilian ships total a month takes like 5 seconds (probably less) with no current active NPRs (I may or may not have conquered one...).