Closed ghost closed 3 years ago
In general, we've already optimized the hell out of this game. Compare turn speed to turn speed in similar games (e.g. Civ V itself) and you'll see the massive difference. This is primarily a result of the number of units on the map, since the AI needs to decide what to do with each one. However, here may be something specific that we can improve, can you provide a save file?
In general, we've already optimized the hell out of this game. Compare turn speed to turn speed in similar games (e.g. Civ V itself) and you'll see the massive difference. This is primarily a result of the number of units on the map, since the AI needs to decide what to do with each one. However, here may be something specific that we can improve, can you provide a save file?
I didn't know about your hard work on the optimization, so I was wrong. Thank you for that! Here is my save game. But I'm not sure if it will help you. Since the problem is disappeared.
In general, we've already optimized the hell out of this game. Compare turn speed to turn speed in similar games (e.g. Civ V itself) and you'll see the massive difference. This is primarily a result of the number of units on the map, since the AI needs to decide what to do with each one. However, here may be something specific that we can improve, can you provide a save file?
maybe we can calculate some things at runtime (while game is running and the next turn isnt being computed) like improvable tiles for automated workers maybe? and if something that changes even single of the available improvements in a map (or chunk if we want more optimisation) we would recalculate it when the game isnt processing next turn (and directly continue processing it if nextturn is called while automated workers are being calculated)
AND/OR
we can cache some stuff to memory (or storage if the device has low memory) for better runtimes? like patterns and some prebaked actions for ai in order to not calculate the same ai decisions more than once
@yairm210 Wow! I saw your commits with fixes, and this is unexpected surprise for me. So, now the turn computing is faster by 80%! I was wrong again that my save won't help you. This is the good lesson for me. Thanks again for your and other's developers hard work on this game!
Also, there is the message for you in above. :)
@yairm210 Wow! I saw your commits with fixes, and this is unexpected surprise for me. So, now the turn computing is faster by 80%! I was wrong again that my save won't help you. This is the good lesson for me. Thanks again for your and other's developers hard work on this game!
80%?
Platform Android 8.1.
Version UnCiv F-Droid v3.17.2 (latest).
Describe the bug Sometimes turn computing in the late game is too slow and seems to be it happening randomly, or I just don't know the cause of the problem. I observed this in two games on 700-900 turns. You can see which settings I used in this games on the attached screenshot. My smartphone specifications:
Sometimes, in the last game I had to wait 5-10 minutes for each turn computing and this was awful. At that moment, there is only three AI states on the map and 3-4 city-states. Now there is only one AI state, but very large and with many units, more than previously three AI states had combined, also all city-states were destroyed. But now the game is fast and the duration of turn computing is 1 minute or less. So, what is going on?
To Reproduce Steps to reproduce the behavior:
Expected behavior Better performance in the late game - permanent fast turn computing. Maybe I'm wrong, but this is a simple game, which shouldn't be slow at all, especially on a modern smartphones. So, probably there is a lot of things that could be optimized.
Screenshots