I'm sure I'm not the only one to notice this, but in mods that have lots of different countries there seems to be an increased slowdown effect as the game has to process more events and more characters at any given time. Moreover, savegame files become epic huge after only a few years of gameplay.
One solution I've considered while pondering some of the expansion ideas is to create a simple triggered modifier, something like this:
What this means is that there will be fewer characters being born and less character interaction for countries that are deemed to be 'minor countries' (which, for the point of this example is an arbitrary civilisation value, but these triggers can be expanded to include other countries as well).
On top of this, every event in the game except for those detailing character deaths (and maybe crossroads events) can have a simple trigger added to them:
(This works for country events only; character and province events will need a country = { } switch added first.)
This means that very few events will actually fire for these minor countries, resulting in less stress for your computer and smaller savegame files.
Now, I haven't properly tested all of this, at least not in the long term. However, if it does actually work then it becomes very plausible to pretty much fill any map with countries and suffer very little slowdown.
Thoughts?
One solution I've considered while pondering some of the expansion ideas is to create a simple triggered modifier, something like this:
Code:
minor_country = {
trigger = {
ai = yes
capital_scope = { NOT = { civilisation_value = 40 } }
}
max_friends = -4
max_rivals = -4
fertility = -2
icon = 1
}
What this means is that there will be fewer characters being born and less character interaction for countries that are deemed to be 'minor countries' (which, for the point of this example is an arbitrary civilisation value, but these triggers can be expanded to include other countries as well).
On top of this, every event in the game except for those detailing character deaths (and maybe crossroads events) can have a simple trigger added to them:
Code:
NOT = { has_country_modifier = minor_country }
This means that very few events will actually fire for these minor countries, resulting in less stress for your computer and smaller savegame files.
Now, I haven't properly tested all of this, at least not in the long term. However, if it does actually work then it becomes very plausible to pretty much fill any map with countries and suffer very little slowdown.
Thoughts?