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2) each campaign slot and challenge island holds between 1 and 6 islands' worth of data
3) the island data has EVERY ELEMENT on the island, from trees to greed to loose coins to vagrants to statues to mounts, and all of their associated metadata
4) this is currently around 20MiB of data, gzip'd to around 1.5MiB
i think, but im not sure, that more save slots may present a real performance issue. if so, there are some obvious solns, but they have non-obvious drawbacks.
e.g.: sending just the campaign/challenge youre actively playing has pitfalls. if you start slot#1, lose internet, play, save, switch campaigns to slot#2, play, save, and switch campaigns back to slot#1, reconnect internet, and upload your save. => you would lose slot#2's progress.
also, sending just the slots with different timestamps would require you to select upload/download for each slot independently, as you could play one on one computer, and the other on another without internet, etc etc.
so, this is (maybe) a tricky problem and i hope the devs dont 'solve' it by cutting corners or changing the currently-ideal upload/download gamesave syncing.
the savegame system needs to change. there is no reason to have a limited number of saves, and no reason that the entire state of all campaigns needs to be sent back and forth on every autosave.
1) have an arbitrarily long list of saves, with an index, a checksum, a timestamp, and short summary "shogun-island5-day62"
2) whenever you enter the campaign select screen, fetch just the index+checksum+timestamp+shortSummary of each remote save, and compare to the local saves
3) add a new-campaign button, which creates a new save with the lowest-numbered index not in use. keep that index permanently assigned to that save forever
4) add a select-save wheel, for each index with a local save OR a remote save
5) show both the local save description+timestamp, and the remote save description+timestamp, if the checksums are different, marking it as newer or older
6) allow explicit deleting of a campaign index
7) when you select that campaign index, ask the user to Upload/Download as usual, and handle JUST THAT ONE INDEX
8) on auto-save or save+quit, upload to just that one index
9) on game start, use the last remotely stored index
that way the save-game structure is transparent to the enduser, and the amount of data actually sent is shrunk considerably, and the time spent processing the data is shrunk considerably. there is no reason to sync each campaign save on each device on every save. saving is already pretty slow...