![]() ![]() ![]() ![]() interesting about what the game checks as I didn't think building a castle block would require any checks but that the adjacent block is high enough to get the addition however as you say it all depends on how the programmers developed their code. ha! And I shall get my 8k in the end just space is now the issue haha. Perhaps if I get a server mule then I can expand my realms more, it's still playable and managed to get to 7.4k population. Thank you for the comprehensive explanation on this, I thought it would be the case that these types of games are not meant to be played beyond its own scope (Rimworld I have the exact issue with too much going on) too many different and interconnected algorithms eventually becoming complex and increasing demand and time to work through it all. And frankly, that's an impressive milestone to hit - you literally ran your (fairly powerful) computer out of memory before the game was able to beat your planning/design skills! use less variety of buildings) to free up some memory, but there is a kind of hard limit to how big your city can grow before your computer just can't handle it. You can probably simplify things in your town a little bit (e.g. It sounds like your massive 6.8k city is approaching the limit of how many calculations your computer can keep up with at once which is something that will happen in this genre of games no matter how good your computer is. Eventually, you have so much going on in the game that the computer can't even process an update tick fully before the next one is due and that's where things break and you either get crashes or very odd behaviour. So that's where things can start to get "stuck" in a kind of running-out-of-time-to-complete situation, which is usually the cause behind lag or "chugging" or "stuttering" or whatever you want to call it. so it wouldn't normally take up a lot of memory, certainly not enough to cause lag.īUT, here's the catch: the more buildings you have, the more that the computer has to keep track of for every update tick and that leaves less and less time to spend on other questions before the computer has to put out the next update tick. Now, it's generally faster to use option b) for this scenario since there probably won't be a lot of statues but even with option A it's actually not that expensive of a computing operation. Of course I haven't seen the game code to know exactly how the game handles that query, but based on how computers/software/games generally work, it's not possible for the computer to "know" anything until it's checked every possibility (note: that's every possibility it's been told to check for it's possible to put in a limit for how long/how many possibilities it will check and that's usually how games are coded to prevent an "infinite question" where the game is effectively trying to count to infinity.) So, for the computer to "know" how many statues a house is affected by it has to either a) find all the squares in-range of the house and check which ones have statues, or b) find all the statues and check which ones are in range of the house. Or, in other words: the when the game is checking every building to figure out which ones are "nearby" it can easily check for other interactions at the same time. and it's faster to just check every building and then discard the too-far-away ones than it is to check every building for proximity and then go back and check for relevant effects on just the nearby ones. After all, the game doesn't know which buildings are "nearby" until it's done a check for that anyway. and due to how computers work, this likely means that the game has to check every single building on the map just to be safe. if it's a house it needs to look for markets and what happiness-boosting buildings are in range if it's a happiness building then it needs to check how many houses are in range, etc.). When you place a new building, it has to check for all its "requirements" nearby (e.g. The reason that your game lags when you place a new building is the same reason that it hitches for a second when the vikings come - pathfinding/AI updates. It's still being made by 2 guys in their spare time. "EA" in this context means Early Access, not Electronic Arts. I remember emailing Peter in the beginning. Hhmm an EA game i thought it was a like a startup game from fig by 2 guys. Originally posted by michaelatlam:all is off the game run smooth am max speed normally throughout seasons, it lags when vikings attack (just as it starts then runs smooth again just a small lag when its trying to 130+ships) it literally lags when i build something regardless of what it is. ![]()
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