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  1. #1

    Default Faster end of turn

    I'm trying to make the end of turn go faster in my Eras Total Conquest mod. I have determined that other than the specs of the player's computer the following factors all influence how long it takes the AI to calculate each AI faction's turn:

    1) Total movement allowed for agents, captains, and generals (descr_character.txt and descr_campaign_db.xml).
    2) The number of traits and ancillaries (export_descr_ancillaries.txt and export_descr_character_traits.txt).
    3) Faction standing (descr_faction_standing.txt)
    4) How the AI makes decisions (descr_campaign_ai_db.xml)
    5) The 'campaign_map_game_speed = ' line in the .cfg file.
    6) The number of factions (each faction needs end of turn time).
    7) The size of the map (more places to move = more decisions).

    So what I want to know is:
    1) Are there any other factors I've missed?
    2) What's the best way I can make the end of turn go faster?
    3) Would adding more inaccessible areas, such as impassible forests and low mountain, speed up the end of turn as the AI has less places it can move to?
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  2. #2
    konny's Avatar Artifex
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    Default Re: Faster end of turn

    1) Are there any other factors I've missed?
    The number of monitors in campaign_script.txt

    Quote Originally Posted by uanime5 View Post
    1) Total movement allowed for agents, captains, and generals (descr_character.txt and descr_campaign_db.xml).
    The number of agents on the map at all:
    - Captains
    - Characters
    - Admirals
    - Princesses
    - Diplomats
    - Witches
    - Priests
    - Heretics
    - Inquisitors
    - Merchants
    - Assassins
    - Spies

    Hell, some regions are more populated than an average battlefield. Do you really need them all?

    2) The number of traits and ancillaries (export_descr_ancillaries.txt and export_descr_character_traits.txt).
    It is rather the number of triggers, even though it is in general agreed that EDCT and EDA eats up less ressources than the script.

    3) Faction standing (descr_faction_standing.txt)
    How? By the few triggers inside?

    4) How the AI makes decisions (descr_campaign_ai_db.xml)
    I don't think that it is desired to make the AI even more simple.

    6) The number of factions (each faction needs end of turn time).
    most obvious.

    7) The size of the map (more places to move = more decisions).
    Why? As long as characters cannot move across the entire map in one turn, overall size of the map shouldn't matter.

    2) What's the best way I can make the end of turn go faster?
    I think, a game with three provinces, two factions, no script, no triggers for traits and ancillaries and no other agents than family, captain and admiral would be extremly fast - but I don't think that anyone wants to play that.

    It is simply that:
    A good mod with a decent script = Longer wait times between turns (and we are talking here about one or two minutes more, not hours).
    There is no way around.

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  3. #3
    Squid's Avatar Opifex
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    Default Re: Faster end of turn

    Quote Originally Posted by uanime5 View Post
    2) The number of traits and ancillaries (export_descr_ancillaries.txt and export_descr_character_traits.txt).
    How did you determine this? My experience is mostly in RTW, but RTW mods with a ridiculous amount of triggers (i.e. EB if run without the script) is still very fast, and as the trait/ancillary system is almost identical in M2TW I can't really see that changing.
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