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My guess is that it is linked to the number of pops in the empire since from the planet screen, you can move any single pop, and there is a ton of them...
Make me consider "bathing" my own planets.
Wish it at least only updated when the game was running. It shouldn't be killing the game even when paused. Specially since I don't even have the ability to move pops due to empire setting (I believe)
I just won a bunch of planets in a war and had the same effect, while my previous game I cleansed the galaxy without any issues.
It's probably related to the Pop job selection being fired up once you open a planet view.
And my save is still no better 4 months later. I'd really rather not leave that save unfinished if possible dammit.
It is not because you have alot of species, i converted all of my empire pops to robots and still happens.
Pretty saddening, as that basically means you can't have truly "huge" games. I'm ok with a consistent 25-35 fps in lategame, I'm not ok with literal slideshow sub-1fps menus.
Far as I've been able to find, this is partially related to unfilled jobs. For every job on a planet, it checks whether or not every pop is a better fit. Every open job, for every pop on that planet, on every planet, every tick of the game.
I'm not sure if they've fixed the planet menu in newer versions than my old save is on, but a new game that got to late game literally took 3 hours for a year to pass due to this bug. I know, because I only had to take one last damn planet to win when the slideshow started, so I waited it out. ♥♥♥♥ that was painful but I got my win screen.
So if you want to minimize it as best you can for now, make sure you don't have tons of open jobs on populous planets. Turn off any planet size increasing mods, lower the inhabitable planet multiplier when generating a galaxy.
the various performance issues have been addressed everywhere from the Reddit megathread, to youtuber A-spec, to one of the recent DEV diaries...
TL:DR - they are aware of the problem and promised to move more coder resources to fixing performance and AI.
in one of the Dev diaries, - and A-Spec goes over this; they explained *most* of the cpu pull is coming from - pops and jobs late game; and from the various modifiers which stack- and stack - and stack.
It shouldn't be as poorly opitimized as it is, even if your specific issue was frame rate drops.
i am NOT arguing.
Dear Paradox, just because you and Kerebos couldn't agree when you tried to publish Sword of The Stars II; does *not* mean your clausewitz engine *mess* is ready to be turned into a space not-4x game of your own ;)