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tsawicki
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Sorry, I know this has been discussed ad infiniteum, but I just can not take it anymore. Until the game speeds up the AI between my turns, I can not play it anymore. Overall I like the game, but I have never been so bored to tears by a game. Damnit, Firaxis, fix this please. Civ2 is the benchmark. I am now climbing down from my soap box.
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Fromage
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Just wondering, what kind of processor do you have?
I haven't seen any slowing down on large maps with 10 civilizations (1,33ghz t-bird+512mb)
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jack_frost
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At modern, especially during large scale warfare the game slows to a crawl on 800mhz systems. I've used two well tuned gaming systems at this speed, celeron and p3. Although not state of the art anymore, either of these systems should be enough to sit around waiting for minitues between turns.
I usually play 12 civ, large map.
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Hex
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Mänttä, Finland
Mar 2000 time: 05:16
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For a bit faster turns (no unit sliding) press shift... Works in SMAC too. (yes this is only faster when you _see_ the units move.
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Matte979
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Sweden
Nov 2000 time: 05:16
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Seems the time per turn is related to
1. Map size
2. Number of Civs
3. War or not war
Other things.
1. XP or not XP. XP runs everything slower it seems
2. Graphic Card. Not sure how but seem to make a diffrence
(Drivers, memory .....)
So before the patch Standard size is the highest i go.
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Toadboy
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no way
Sep 2001 time: 23:16
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Dear tsawicki,
Here's an idea to help speed things up:
Limit the length of your move to the time it takes the AI to move all the rest of the civs!
Seriously though folks, there must be some link between the intelligence of the AI and the computing power/CPU time needed for an AI move. I think the AI is dumb enough the way it is, and if I had a choice/option, I'd be happy to wait LONGER if it meant a more competent opponent.
What do you think, should this be a modifiable game option in the .bic file?
Regards,
JR
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tsawicki
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Actually I am running on a two diff. 800mhz machines - one win2k and the other 98SE. After reading this thread I would say that I have the same problem others do - 16 civs, large map and once you hit the industrial age its all over. Through in a war and its close to 10min btw. turns. Max Civ2 ever got it seemed was 2-3 minutes in the late 20th cent. with way too many large and warring civs.
I know that the game is a huge CPU hog - its actually the first game I have played in a long time that uses 100% of the available CPU cycles all the time. I do not think anything less then a 2GHZ cpu will solve our problems entirely. Hopefully Firaxis will figure out how to reduce the CPU cycles necessary to run the game. That should help speed things up.
Moral of the story play with 8 civs, play on med. maps.
And btw, I need more then 2 zoom settings.
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Capt Dizle
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There is a problem with the code. I have long wait times after exiting the city screen.
This is not good. It is worse with big map/high number of civs..
Therefore, something is going on in there that isn't optimized.
I can understand waits while AI is doing stuff, and I can understand waits after a city is razed cause the border has to be redrawn.
But a wait exiting the city screen? Goofy.
I do not get a similar delay with the advisor screens.
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Kolyana
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quote: And btw, I need more then 2 zoom settings. |
What's wrong with VIEW FROM 250 MILES UP and VIEW FROM 25,000 MILES UP ?
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eweast
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Hey - It has nothing to do with the speed of your processor. It's poor programing. There's not enough lines of code on a huge map to slow down a PII 400. Sorry, any half @ss 3D game producess more lines of code than Civ3 does. Very very very poor programing. End of discussion.
How do i know? Let's see:
Huge map, 16 civs, late in the game
not witnesing any computer moves - takes several minutes
What do I have?
P4 1.7GHz - 256MB Ram - and, not like it matters, but Geforce 3
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Iceword
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Java Road
Nov 2001 time: 13:16
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Don't blame the machine. It's definitely the code itself. I play the game on both an Athlon 800MHz and an Athlon 1.4GHz. It takes pretty much the same time for a single turn on both machines with 512MB RAM. It's on a huge map with 16 players, tho.
I wonder what they are doing with all those CPU cycles.... It appears to me they are recalculating the culture boundary every single turn using some kind of loop within loop within loop, among other things.
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Mizaq
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San Diego
Nov 2001 time: 21:16
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i don't see where anyone brought this up yet, but i believe that a big part of the problem is how the AI handles workers. i fortify my workers when they have nothing to do, but the AI keeps moving them around. I have been fighting a max (16?) civ game on warlord, and the world was filled with cities (large earth). as i was overrunning the bablyonians, i found each city had about 5-20(!) workers in it at the time i captured it, one time i even caught a group of workers (babylonian controlled, but most of them were not originally babylonian) moving across the map, the group had 12 workers in it!! they were just moving around on the map! argh.
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