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wisecat
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There is nothing new in this, I believe majority of the people in this forum have complained about slow turns in Civ3. So maybe it is time for all us to try to convince Infogrames to address this issue in some patch?
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copcartman
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Sweden
Jan 2002 time: 06:17
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I agree. I don't mind waiting a minute, it even makes me think more about my own moves, but 5-6 minutes is over the top. Makes you think: "Hmm, it will take me about two hours to move that unit from A to B...so why bother..."
I find it very unlikely that the code is optimized, given these problems, at least not for a huge map with 16 civs. A patch that helped with the message pop-ups that halts the AI or made it possible to do something (manage cities, browse the civ-pedia) while it thinks would be a great improvement also.
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Travathian
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Chandler, AZ, USA
May 1999 time: 21:17
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Now running these huge maps with 16 civs you have a dual Athlon 1800+ MP running Win2K with 1GB of ram right?
If you meet the system requirements, you can play the game, it doesn't say its lightning fast when pushed to the limits.
I have a 1.4GHz and 512mb and late games with huge pangea or continents with 8+ civs do take 5+ minutes a turn sometimes. I don't see anything wrong with that.
Ever play a real computer chess game on the hardest setting? Turns take a long time because its plotting every possible move for many turns ahead. Civ3 is the same way, except instead of 64 spaces and 32 pieces to deal with, towards the end of the games it may be well over a thousand pieces with how many squares on a huge map? Plus the rules of chess pale compared to those in Civ3.
If anything, that time spent waiting would probably best be used to go to the bathroom and actually eat and drink something, stretch, go get some fresh air, etc since I know I don't get any of those things during the half and hour it takes me to complete my turns sometimes.
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copcartman
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Sweden
Jan 2002 time: 06:17
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quote: Now running these huge maps with 16 civs you have a dual Athlon 1800+ MP running Win2K with 1GB of ram right?
If you meet the system requirements, you can play the game, it doesn't say its lightning fast when pushed to the limits.
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I don't blame myself for assuming that having a system not far beyond the sys. req. I shouldn't be kept waiting for 5-6 minutes between turns, not even a minute. Do you?
quote:
I have a 1.4GHz and 512mb and late games with huge pangea or continents with 8+ civs do take 5+ minutes a turn sometimes. I don't see anything wrong with that.
Ever play a real computer chess game on the hardest setting? Turns take a long time because its plotting every possible move for many turns ahead. Civ3 is the same way, except instead of 64 spaces and 32 pieces to deal with, towards the end of the games it may be well over a thousand pieces with how many squares on a huge map? Plus the rules of chess pale compared to those in Civ3.
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Yes, I do play chess sometimes, and I can safely say that I will never beat Chessmaster set to do its best for only 3-4 secs. But that's beside the point. You shouldn't assume that a civ-game AI must use a chess-like algorithm (traversing the tree of every possible moves), but I get your point. Nevertheless it would probably be more valid to compare it with another civ-game-AI, like CTP, where these delays do not occur to my knowledge.
All I said was that I doubt that the AI is fully optimized for speed. If that happens to be the case then at least I should be able to do what you were suggesting (take a shower...etc) but usually when I do that I find that a message has popped up after 25% of the AI moves and that I still has to wait several minutes. I haven't found a setting to alter this behaviour; note that I do want to recieve these messages.
To sum it up: I do not want to sacrifice for AI skill for speed, but there is still certainly much room for improvements.
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copcartman
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Sweden
Jan 2002 time: 06:17
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No matter how many civs there are there will still be about the same number of cities and units after a certain time, am I right? So I don't see why that would improve things by much.
Another strange thing that I forgot to mention before. When I conquer a city in the middle/late game and choose to raze it, it takes about 2+ minutes before the message dialog disappears and I can continue my turn. Clearly there must be something wrong in the code; the AI has no real option there so why should it take more than a fraction of a second to check effects on trade routes and dimplomacy (for instance)?
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pauli
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herndon, va, usa
Jan 2000 time: 00:17
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from what i've seen, a large portion of the issue is the border calculation algorithm. it be slow.
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The Eliminator
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Eliminatorville
Nov 2001 time: 23:17
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Agreed. This is precisely the reason why I have not played a game past 1600. Are you telling me that the braintrust at Firaxis sat through 10 minute turns while "playtesting" and then still *excitedly* put it out?
If everyone wants to complain, start sending emails to Infogrames instead of Firaxis; thats what I've done. If you have lousy service at a restaurant, you tell the manager, not the waiter.
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The Eliminator
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Eliminatorville
Nov 2001 time: 23:17
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I dunno, I'm running a 900mhz with all of the goodies, and I still have a fair wait time between turns.
I don't know about everyone else, but the thing that angers me the most is when you build a city and nothing happens for like 15 seconds. AAAAAAAARRRRRRGGG
I didn't pay $70 for a brand new game to run like crap on my new computer.
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The Eliminator
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Eliminatorville
Nov 2001 time: 23:17
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hahahahahah shoot em ups!
I know I'm impatient, but I believe that it really takes away from the game. Remember in Civ2, it was pretty much instantaneous.
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xpfusion
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Norway
Jan 2002 time: 06:17
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I think it's no good alternative, using 8 civs and small maps. When playing civ2 I always missed a really huge world, almost impossible to fully explore, and a large number of diverse cultures and nations, like in the real world. Now finally civ3 has come a bit closer to achieving this. The huge map that can be used in civ3 is a great step forward from civ2 or any other strategy game so far, and 16 civs is a lot better than 7, (even though the real world has over 200).
To make games better and more realistic, you unfortunately have to sacrifice speed. Civ3 is probably the most complex game to date, and it's just a fact that complex games require good hardware. Now, the alternative, playing on small maps with fewer than 16 civs, is not at all appealing to me. I want complexity, huge worlds, cultures, nations, every aspect of the real world. It's annoying, of course, if a game is slow. But if we want games to develop, to become more realistic and more complex, that's what we'll have to put up with.
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pauli
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herndon, va, usa
Jan 2000 time: 00:17
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thing is, i was always pretty much happy with my civ2 maps maxed out at 80x125.... 10,000 squares. now i'm feeling cramped at 256x256, which is six and a half times bigger... and i play with fewer civs than i did in civ2!
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Whistler
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Northern VA
Jan 2002 time: 00:17
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I have played a few games, and learned a few things that make this slow game more tolerable. Here's what I do now to speed up my turns in this game (haven't found a way to speed up the other civ's!). I'm running 1.16f.
1. When you build your first city, Have a meeting with the governor and set the governor to maintain city attitude for all cities, and make it the default for all cities.
2. In preferences, turn off manual and automatic moves. Turn off animations too. Personally, I want to see when the other civs get close to my territory, so I leave their moves turned on, but still turn off animations.
3. Set any scouts or wandering ships or wandering military units to explore. Don't worry about what they're doing. They will find villiages on their own, and will tell you when they get in contact with other civs. (Don't turn off "wake on xxx moves" in preferences).
4. Automate most of your workers. Keep only a few manual to build roads to cities or resources or other civs.
5. When not using military units, fortify them. Preferably in strategic places so they will be near barbarians when they arise. I keep a few active in strategic places I want to personally keep an eye on though.
6. Use the GOTO function liberally. I especially like doing this for settlers. I have them goto a place where I want a city. When they get there, they will be ready for you to build a city. Try to do this with an accompanying military unit too.
7. Use the build queue. When deciding what a city should build, hold down the shift key, and queue up what they should build. Then the governor will only bug you when the queue is empty. I have "ask for build each time" turned on, and even with this, I can usually just hit enter to agree with the next choice.
7. If you stack military units in one place (which I don't), use the right mouse button and the shift key to wake them all at once when you need them. There is no way to make them all move together though (yet?).
8. If you can stand it (I can't), zoom out (use the Z key). There is only one zoom level, and it's too far zoomed out to be useful for me, but the less scrolling around that has to be done, the better.
Once all this is done, you can spend your time with your advisors and telling your governors what to build instead of what they think should be built (which is almost always different than I want), or with other civs trading.
Any other tips?
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Travathian
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Chandler, AZ, USA
May 1999 time: 21:17
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Put more memory in your computer. Civ3 eats hoards of memory as a snack.
Make use of the Ctrl-r and ctrl-shift-R to have a worker build a road/railroad from present location to selected destination.
This is especially nice when you first get railroads, cause you can use it to force work to railroad from one end of your empire to the other.
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Mike4879
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Here is my hardware information:
AMD Athlon 1200mhz 256
384MB PC133 SDRAM
ATI Radeon 64SDR AGP
Windows XP Professional (Build 5.1 - 2600)
A game with 16 civilizations on a huge map runs fine until around the year 1200-1800 AD. The game becomes progressively slower until each turn takes 5+ minutes to complete. Something totally heinous, especially when there is not much to do each turn.
The problem is only made slower on huge maps with less civilizations because it takes longer for each civilization to settle the entire world.
I have thought about upgrading my memory, but I have realized this is not the case. This is a CPU usage problem. This is very bad. It is my estimate that a 4GHZ system would be needed to cut the wait times down to tolerable levels later in the game.
If someone is using similar hardware and not experiencing this problem, please shed some light.
--Mike
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