When I research something in 0 turns due to having leftover research, the game can take even half a minute to process the information. This is especially painful in the final stages of the game when you can (but don't want to) do this multiple times every turn. The game even crashed once after I picked like 8 techs in one turn.
#Researching in the late game takes too much time, literally.
23 messages · Page 1 of 1 (latest)
Being able to pick 8 techs in one turn is the main problem here
Well the problem in late game is there isn't anything else to use your research
Ya, I don't even build any knowledge buildings half the time now.
This annoys me too
picking multiple techs is a problem but I don't think it's THE problem in this case, something is causing a game slowdown, it's mostly noticable mid to lategame when picking new techs but I've had it happen in between turns as well.
I don't think it's a memory leak, but not sure what else could cause this...
If you play similtaneous, it's ai moving inbetween your actions, 99% sure about it.
I'm playing classic turns
I believe research should be spent both on tomes and empire tree and imperium on political actions, would make more sense imo.
I've run into this with longer games where I'm goofing off. I don't think it's related to finishing research same turn, I think there's something that causes the game to slow down a ton based on how much research you've completed... because i can see pretty terrible slow-downs on research selection
I think in latest patch (soon) will address this to a degree. Probably this will be properly discussed after changes are released
go underground. It helps.
Agreed. Late game research when you can learn multiple things each turn really makes the game crawl. Needs better back-end optimization. Magic should have scaling costs for each previous research to partially address this issue.
I disagree. Don't want to have to gun to a t5 tome so it doesn't cost an insane amount.
If you want to win with a magic victory, that's what you'll be doing.
Right now, magic victory is so easy that you can still win even playing totally sub-optimally, getting multiple lower tier tomes, not putting too much into your knowledge per turn, and STILL pull out a magic victory before any other victory type.
i wouldnt know bc I dont play Magic Victory
Perhaps just change how Magic Victory is achieved 🤔
Someone suggested having the seed/root/heart be their own research so that only players that wanted their effects would get them. It does throw RNG into whether you can get a magic victory though.
I think having a small amount of scaling to all research as you take each one would be good. It encourages you to actually invest in knowledge.
The province updates gives Affinity points... even if you don't need to win trough magic victory - they are a good source of misssing points.
To have them separately just for the sake of "sakeness" i find it a bit unnecessary
You can always turn off Magic victory from game settings at start and don't do it...
The solution of, "This is broken so rather than fix it, let's leave it broken and ignore this aspect of the game," is not a satisfactory answer.