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There is no silver bullet for this aside from getting a more recent, gaming specific CPU (Like the 7800X3D) or hoping that the devs can tighen up and optimize the code in future patches.
Alternatively you can add various mods that reduce the size of the map, or purge characters that are less relevant to you, to keep the calculations down. But ultimately the game will just slow down as it goes on, because of the added characters and interactions each day - Welcome to sandbox games.
It seems something change lately. Not for the better.
Conquering large swathes of land (and keeping it in one realm) also slows down the game a lot. Diplomatic Range is infinite within your own realm, so if half of Europe is suddenly within range for anyone to interact with, that's a lot of extra math.
Also, the new patch added new features which mean even more calculations to be done on all the charters.
You actually could play for centuries with very little impact on the daily progress at max speed.
Updates added and changed stuff making it a lot slower. Mostly the raising of large armies is an absolute performance killer, like when raising an army of 100k in a region with only 4k supply per barony.
Barons being able to marry might be relevant.
Also with a large realm, simply opening the "find guardian" interface causes an insane CPU load. Because the game seems to endlessly iterate between possible candidates. This must partially apply to AI rulers too.
Btw. I made plagues less deadly in my game settings, should I change that to get more people killed to make the game faster again?
This is simply not true, I have 7800X3D and the game is moving at a glacial pace in 1152 with a lot of pauses where it just stays on the same day for 10 seconds or more.
(My dynasty 3287 Living members and 170 houses - This is after I installed and have been running the reduced population mod for a bit, down from 4.2k)
It is the error log spam that is causing a huge hassle in RTP.
Most people have modern computers and are more then able to overcome it.
Especially people running 50+ mods.
While mods also has issues especially badly written ones, and player mix matching combinations of mods to force it trough.
The real issue is the base game in RTP is spamming errors logs, and scanning stuff they shouldn't do.. like all the saves nomatter the position, this causes the real errors during game play to be hidden. once you remove all the saves and start a fresh game.
IT really starts to show. even if you as player DO NOTHING, the error spam is horrible. in the error log.
Now lets hope they can fix that while some errors aren't that important, this many is detrimental to the game, but heck atleast everytime you fire up the game, the error logs get deleted so that is a WIN. instead of being kept till it grows to infinite rate.
The frequency of pausing and length of each pause slowly increases. It's actually insidious because the amount of time at which the pauses increase is not noticeable until eventually you go "damn why is the game taking so long"
Quitting back to desktop and reloading the save mostly solves it for me, where the game will not be so bad but then it will fall into that same problem of frequent pausing. It will also fall into that problem sooner than starting a brand new game.
I read somewhere that lowering the unlanded adventurer count to 25 has helped some really slow saves before, but haven't tried that myself as it's not gotten that bad for me yet.
I think it has something to do with admin succession.
I can't finish the game not because it's difficult, but because elections made it unplayable. :(
Is the game slowing down on dates you have the game set to auto-save? That could be causing the periodic slowdowns you are seeing.
Possibly end of month and end of year processing as well.