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https://tinypng.com/
If the problem is CPU load as the antivirus scans the files, I would expect compression to make that even worse.
It's not really compression. PNG is an indexed file format, meaning instead of a bitmap which is just a dumb table of each color value at each and every single grid value (lots of duplilcation of 3-byte values (much larger than the space it takes to store a location on a grid) you get more like:
<color-value 1>:<list of pixel locations>
<color-value 2>:<list of pixel locations>
What these optimizers do is find color values that are near-identical depending on what tolerance setting you choose and merge locations to the same index. If tolerance is too high, you'll notice an increase in contrast. I tried tinypng on one of your images at default settings and it was a little too high (output looked good but noticeably brighter in places in side-by-side) but it reduced the image to about 1/5th of its size. You can usually knock 50% off of something straight out of photoshop without any noticeable difference to the naked eye.
I have been looking into compression options. The thing that strikes me as most promising is to convert a lot of the game's files to DDS format -- i.e., to use S3TC compression, with some parameters, on a bunch of the data. S3TC has a bunch of perks; one being that it's designed specifically for use in textures, and supported as an internal format by virtually all OpenGL drivers. That means we'd reduce memory overheads not just in terms of disk space (which only really affects game startup times), but also on resident memory during runtime (which could make a big difference to people running on relatively low-spec machines).
I also think there's a chance that whatever virus scanning hooks are being triggered by the game's loading lots of .png's might not be triggered if, instead, we were loading lots of .dds's, as one can imagine virus scanners including an exception specifically for the dds file type.
S3TC integration is still a feature that's at a theoretical stage though -- and will almost certainly need to wait until after we get the first DLC done.
https://en.wikipedia.org/wiki/S3_Texture_Compression
The game is almost unplayable in my laptop. It takes several minutes to start and 1 to 2 minutes to load the portrait and description of each race when I try to start a new game. I tried adding an exclusion for it in Kapersky but that didn't work. My laptop is from 2014, has an I5 processor and intel 4000 HD graphics. Are there any other solutions for this problem?
Sometimes when there are unreasonably slow load times, it can be caused by the antivirus doing a real-time scan. You can do a quick test by temporarily disabling your antivirus (Windows Defender or whatever you're using) and starting the game. If this fixes the problem, you can usually make a custom exception for SIS64.exe in your antivirus.
Conclusion: Your laptop is not potent enough to play SiS, so why do you buy it?
In my case the game crashes not because of hardware problems. The GTX 1050 Ti has 4 GB and even the onboard Intel HD 630 can go up to 1150 MB.
I don't say that you should buy a new laptop that's none of my business. You can decide that on your own but i find it quite unfair to rant about a game which is clearly outside your equipment.
Maybe the game could have lower requirements but first i am no computer or programming expert and second like i am knowing only two people designed and programmed SiS. Games which you mentioned are made by large developer groups and so it is not a secret that they could have more budget to decrease the technical requirements.
I like SiS, it's a nice game with beautiful artstyle and it is perfect for the first steps in the 4X genre. And for the future i recommend that you should check first the needed requirements to avoid such disappointments. That would be better for your nerves. :*