Following my above post, I just tested a quick N dirty edit to make pop growth 10x faster and limit it when housing cap is reached:
Code:from within Npop in 00_defines.txt REQUIRED_POP_GROWTH = 10 # Required growth to make a new pop #### OVERCROWDING_NO_GROWTH_THRESHOLD = 1.02 # At this amount of overcrowding, growth stops entirely #### REQUIRED_POP_ASSEMBLY = 10 # Required assembly to add a pop ####
now my game is running easily 3x faster after just a few months of letting the game's planets fill up with pops (im using More AI with about 40 AI on a 600 or 800 star galaxy and Asymmetric Advanced AI which basically lets me start with a "midgame" style galaxy in 2200, and the communication console command to see everything). Was lagging like crap till 2212, been running this pop edit for about 3 years and its now a lot smoother.
View attachment 526985
Naturally, this isnt balanced at all (food prices are going to skyrocket) but it's illustrative.
Edit, after checking out the galaxy for a bit. a lot of AI planets are force-unemploying their artisans / alloy workers. (if i remember right, there was a limit imposed a while back on the AI where it would always try and maintain a mineral stockpile or a CG stockpile of X size. This may be exacerbating the vacant job issue, by forcing jobs to stay open. Im not sure if a planet with 1 vacant job has less performance hit than one with say 10 - as it may be re-checking the whole planet if even 1 job is free). If i give an AI a load of free minerals, they suddenly populate all their alloy jobs again, for what its worth (but not the artisan jobs), so its probably the 500 mineral stockpile causing this.
The problem with this solution is that by increasing the growth of the galaxy, you make other sources of lag worse much faster. On such a game empires will build and fill colonies faster and you will end up hitting another lag wall on other subsystems like trade, gates, migration and such at x3 or x10 the speed.
Not sure if such a thing would happen before you conclude your game or not. It needs testing. But I like how that partially solves the problem for the AI. I would love a stand alone mod that could do this selectively only for AI empires, after say year 2290 or sooner as an additional difficulty.
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