Okay I know THIS GAME, of all games, can't be pushing my xp 1700+ 512pc2700ddr 7200rpm HD to the limits. This game is basically UNPLAYABLE at around industrial area with 14-16civs with a HUGE map. Wait time 1-2minutes at times in between turns. That is just unnacceptable. I can see maybe 10 seconds, MAYBE, but come on. Yes I turn everything off before playing, no surfing the net, using basically a fresh format and install of winxp pro. Does firaxis just not know how to write games or am I just an exception here?
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Huge maps running slow on fast computers?
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The game was never intended to have a HUGE map option. That was added by fan request. If you don't have the patience play on smaller maps. Huge maps are there for those that insist on it despite the long wait and the incredible tedium of administering hundreds of cities and moving 500 to a thousand tanks every turn.
You can speed up the game by doing better. If the AI has fewer units and fewer cities they won't take long to complete their turns.
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Originally posted by: d-audi
Wait time 1-2minutes at times in between turns.
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Originally posted by miccofl
And you're complaining?! I had a turn once last 8 1/2 hours.You Are Crazy!
Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
I praise you because I am fearfully and wonderfully made - Psalms 139.14a
Also active on WePlayCiv.
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and maps in PTW will/could be bigger. At least you will be able to make them bigger in the editor
I used to love xtra huge maps, but i've gone down to standard, at least this way I finish one from time to timeIs God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
Then why call him God? - Epicurus
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Most people probably already know about this, but I only recently discovered for myself that if you hold the shift key while units are moving (e.g. when they're doing a GoTo, or enemy units are moving) it speeds up the animation. It helps a little bit at least.
It's been my experience, however, that Civ3 has helped my life a little with huge maps... I can play a game and get housework done at the same time!
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I'm running a Pentium 4 2.4GHZ with 512 ram, and yes, sometimes huge maps with 16 civs can be a bit slow.
However, I recommend NOT automating too many workers. This seems to actually cause my own turn to slow down while waiting for the little guys to finish scurrying around.
With little or no automation, things seem to move a bit better, such that turns are not unbearably long. Also, as an absolute must - make sure you turn the "friendly-unit" animations off! It can become incredibly tedious watching the computer shuffle troops around. (You might consider turning off the 'enemy-unit' animations, too, if you're a bit of a war-monger).
Also, in another thread, someone sent me 10 valuable tips for keeping the computer working in top conditions.
I can't remember most of them, but a few of the significant ones were:
* Purchase an extra fan or two to cool the interior (slot fans)
* Clean out the dust every so often that builds up inside
* CTRL-ALT-DEL programs that are in memory and "End Task".
* Visit Apolyton often and be Ming and Markos' special friend.
(Not sure how this last one affects your computer speed, but I'm just passing it on)
- SkeeveMy Reach always exceeds my Grasp...
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One of the easiest things to do is to turn off some/most of the animations for movement. Turning off friendly/enemy moves will make the game run faster. A 90 second turn with animations on will be about 30-45 I think with them off. I've played two Ultra Maps(256x256) and the only animation I had on was for battles, and it didn't take that long per turnMy Future Age-Snoopy's Terrain Mod
My Future Age-European Terrain Mod
My Future Age-Winter Terrain Mod
All scenarios are from their respective terrains now allowing 24 civs and starting in the Future Age. Get them now for a great game!
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Dear all,
I have noticed that effect of speed up on shift key but it is better to turn animations off.
I have run this game on 2.8GHZ P4 advent (With NVIDIA Geforce MX440) and 233MHz PII (With NVidia Geforce MX PCI) and it makes hardly a jot of difference on speed if game settings are equal.
Is there a badly coded loop or two in the code that runs on a timer that is set rather than number of operations performed?
It is not the graphics that run slow, it is AI decisions making. It made a difference when I added more memory up to 384MB on 233MHz but this was due to reduced disk access. There may still be a memory leak?
Regards
SUN_TZULady Astor : "If I were your wife I would put poison in your drink"
Churchill : "If I were your husband I would gladly drink it"
Unclear words can wipe out all human life on earth if used improperly
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Skeeve, what are the other 6 tips?
I have some -
1. DEFRAG the hard drive regularly, once a week i.e.
2. OPTIMIZE the registry after defrag
3. CLEAR out all TEMP folder files and all temp files.
4. CLEAN registry of unwanted entries and correct the wrong ones.
5. MAX the memory on the system board
6 USE SCSI controller for C:\ drive, not IDE or others
7 BUY a program to do 1-4 - worth the money.
8 CHECK for memory leak in CIVIII
9 CLEAR system tray before playing.
10 MAKE sure boss is not watching you play. Have another app ready for CTRLALTDEL escape.
IF BOSS_MAN = YES, DO DUCK_AND_DIVE_ROUTINE
Regards
SUN_TZULady Astor : "If I were your wife I would put poison in your drink"
Churchill : "If I were your husband I would gladly drink it"
Unclear words can wipe out all human life on earth if used improperly
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Before I upgraded my system I ran the game on a P3 966. 256 MB SDRAM, GeForce2 GTS and a 7200rnd HD.
On Marla's World map (and unpatched) I gave up somewhere in the late industrial age. By then the turns where taking ca 30-45 minutes.
I now run (v 1,29f) on an AMD XP 1900+, 512MB DDRRAM, and the late game on the same map takes about a minute or two for the AI to finish moves, and another minute to go over my cities.
From what I can tell the FSB is the chokepoint, not the RAM.
-Alech"Build Ports when possible. A port gives you extra resources, as well as an extra tile for a unit to stand on." - Infogrames
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