Stellaris

Stellaris

View Stats:
Gunlab Dec 13, 2023 @ 5:55pm
Almost lagfree settings in the Endgame.
Just my 2 cents on how to get a lagfree lategame:

Game Details:
Galaxy size: Medium (or large for a little more lag, depends on ur pc)
Ai Empires 9-12
Advanced Ai: whatever ur flavor.
Fallen empires: Max
Marauder Empires: Max
Tech Trad cost: 1x
Habitable Worlds: 0.25X Important!!
Pre Ftl civ and pre sapient: 0.75
Crisis Strengt: whatever i always choose 10 and all
type : all
Mid mid game start/late game start: whatever.
Victory year: default.
Importent ones
Hyperlane density: 0.5X
Abanoned Gateways: 0.5x
Wormhole pairs: 0x
Caravaneers: off
L-Gates: OFF!!!!!
Xeno-compatibility: OFF!

The rest default.

This will give you a more lagfree experiance because of pathing and population control.

Try it.

Also i know i am removing some game features, but i dont miss them as much as i am enjoying a speedy end :)
< >
Showing 1-15 of 16 comments
that's nice, but counterpoint: no

if i need to neuter the galaxy to run well, perhaps PDX should scrap the awful pop system for a simpler, more efficient one? rather than side step the issue? so we can all enjoy galaxies of the scale we'd prefer?

they seem really attached to this system, and would rather work around it than actually change it for the better, but it's understandable why, they can't just change the whole system after they already changed the whole system
Biggs Dec 13, 2023 @ 8:12pm 
doesnt work, also need to lower pop growth rates and increase pop grow requirement level,and also use mods that decrease graphics settings and also have a good cpu and ram
Jack Jester Dec 14, 2023 @ 1:22am 
I've never had lag, no matter what settings...
Originally posted by Jack Jester:
I've never had lag, no matter what settings...
no one asked, sadly :melon:
DYNIA Dec 14, 2023 @ 7:15am 
my

Game Details:
Galaxy size: biggest
Ai Empires 40
Advanced Ai: nope
Fallen empires: nope
Marauder Empires: even more nope
Tech Trad cost: 0,75
Habitable Worlds: 0.25X Important!!
Pre Ftl civ and pre sapient: x1-x2
Crisis Strengt: NOPE
type : NOPE
Mid mid game start/late game start: scaling to mid game after 50 years with better bonuses

Hyperlane density: 0,25
Abanoned Gateways: x2
Wormhole pairs: 0x
Caravaneers: on
L-Gates: off
Xeno-compatibility: OFF!

mod AI game performance optimalisation fix and all is ok
Cellar_Cat Dec 14, 2023 @ 7:21am 
Most important setting is difficulty. I made a private mod recently that cuts all naval capacity down to roughly 25%, and to prepare for it I was running a bunch of tests where I'd fire up a galaxy, type "observe" in console, and then just crank up the speed and watch it go.

In vanilla stellaris, the absolute biggest impact was just the resource cheating. GA meant that by the end of the game, on a max size galaxy with full (advanced) AI starts, the game was all but broken. Barely ran at all. Same settings without GA were perfectly smooth.

Sadly, if you're not just role playing (not that there's anything wrong with that), you probably need the AI to cheat to experience any sort of challenge.

I really wish they would massively reduce the numbers of ships and pops in the game and increase the expenses and effectiveness to compensate. I was not able to do it for pops myself, I slowed them down with the slider and reduced ships with my mod, but I was limited by the fact that everything still needs the pops to exist in order to work. Reducing the jobs and increasing their output is a bit too much editing for me—I am not really "a modder".

That said, requiring more growth per-pop and massively cutting back on ships *did* improve late game performance playing with GA, scaling to mid-game, and a more reasonable 20 AI of which 4 are advanced. In that way I could play on 800 star maps without hating the game by the time the crises showed up.
mss73055 Dec 14, 2023 @ 8:04am 
Here's my approach: CRISIS
140 years into the game BOOM
Endgame is for smurfs.
tathen Dec 14, 2023 @ 9:53am 
Need a better Game Engine, only way to stop the lag.
Azor Dec 14, 2023 @ 9:54am 
End game lag fix = ending your game before 2400.
Caracalla Dec 14, 2023 @ 2:55pm 
turning off the bypasses like gateways, wormholes, and lgates has a pretty big effect on endgame lag. The pathing system just cant handle it with a ton of bypasses.
Cellar_Cat Dec 15, 2023 @ 7:09am 
In my experience the AI once they have the tech and resources will spam gateways in their territory, with only 1 non-gateway system between them. So the number spawned would not contribute much to the overall amount of them I think. Unless by forbid you mean you have a way to actually prevent them from being made.
Sea Base Dec 15, 2023 @ 10:06am 
Originally posted by Big REDACTED Marty:
that's nice, but counterpoint: no

if i need to neuter the galaxy to run well, perhaps PDX should scrap the awful pop system for a simpler, more efficient one?
As much as pops could really do with being reworked into something more performant... the pathing from all the fleets is the real issue end game.
Geoff Dec 15, 2023 @ 10:26am 
Originally posted by Sea Base:
As much as pops could really do with being reworked into something more performant... the pathing from all the fleets is the real issue end game.
I think that's true. I play 1000 star galaxies (admittedly with quite a bit more RAM than some folks seem to have) and the one that most noticeably messes it up for me are the piddling mercenary/federation fleet reinforcements. The game could probably realize a lot of efficiencies if fleet reinforcements waited until the reinforcement stack was as strong as the fleet being reinforced before setting out on their way (basically reinforce at 50% strength rather than 99%).

(That said, the pop calcs on transfer possession get really bad towards the late game. Peace treaties become huge pause points that you eventually learn to recognize when the game appears to freeze)
Last edited by Geoff; Dec 15, 2023 @ 10:27am
Originally posted by Sea Base:
Originally posted by Big REDACTED Marty:
that's nice, but counterpoint: no

if i need to neuter the galaxy to run well, perhaps PDX should scrap the awful pop system for a simpler, more efficient one?
As much as pops could really do with being reworked into something more performant... the pathing from all the fleets is the real issue end game.
the devs have taken several measures to reduce pop based lag, but the system still makes too many checks, if pathing was the only thing the game had to worry about, i'd feel better about making optimizations
Gauntlet Dec 16, 2023 @ 7:03am 
Wait... do your civilizations not learn that the universe is a simulation and that pops are the source of reality lag? Do they not then go around removing major population centers to "streamline" reality?

I mean... my people have so much to teach then lol
< >
Showing 1-15 of 16 comments
Per page: 1530 50

Date Posted: Dec 13, 2023 @ 5:55pm
Posts: 16