Sid Meier's Civilization V

Sid Meier's Civilization V

=Furious Turns=
 This topic has been pinned, so it's probably important
Gaia  [developer] Jan 27 @ 8:21am
How does this differ from Quick Turns?
Comparing Furious Turns and Quick Turns for Civilization V, both systems aim to reduce animation overhead and accelerate turn speed. However, they differ significantly in features, implementation, and overall design philosophy.

Feature Comparison

Quick Turns provides a detailed, context-sensitive system. It allows fine-tuned control over Quick Combat and Quick Movement settings, offering separate configurations for human players, AI civilizations, city-states (both at peace and at war), and barbarians. The system adapts dynamically to diplomatic relationships, such as alliances, shared enemies, and city-state interactions. By default, player animations are preserved unless explicitly disabled. Configuration is handled through static XML menus before the game begins. While flexible, this system incurs moderate performance overhead due to repeated checks of player lists and diplomatic states.

Furious Turns takes a minimalist and speed-focused approach. It disables nearly all movement and combat animations, including those for the human player if selected. Its stateless logic ignores alliances, shared enemies, and city-state diplomacy, considering only whether a civ is currently at war or at peace with the player. It features dynamic UI integration through an in-game Quick Animations panel accessible from the Diplo Corner, allowing players to toggle settings in real time. This streamlined design results in minimal processing and is particularly well-suited to large maps or heavily modded games where performance is critical.

Implementation

Turn Behavior

In Quick Turns, each turn involves a contextual analysis of the AI's relationship to the player, checking for wars, alliances, and mutual enemies. Animation settings are updated accordingly via Network.SendGameOptions, which toggles Quick Combat and Quick Movement based on these factors. In contrast, Furious Turns avoids this complexity entirely. It performs a simple check for war or peace status and applies a global animation rule without retaining any diplomatic memory.

The core difference lies in intent: Quick Turns offers more diplomatic nuance, while Furious Turns prioritizes speed and clarity by focusing only on the present game state.

Animation Logic

Quick Turns stores separate toggles for each gameplay condition, distinguishing between movement and combat for every relevant context—civilizations, city-states, barbarians, allies, enemies, peace, and war. These options are stored persistently using Modding.OpenUserData. By comparison, Furious Turns groups animations into broader categories such as NoBarbarianAnimations or NoPlayerPeaceAnimations, using boolean flags for immediate evaluation. It does not differentiate between movement and combat within each group, trading granularity for faster processing.

User Interface

Quick Turns relies on XML-based menu options that must be configured before gameplay begins. There is no ability to change animation settings once a game is in progress. Furious Turns, however, introduces an in-game Quick Animations panel that allows players to adjust animation preferences at any time during play, without restarting or leaving the session. This real-time control provides greater flexibility and responsiveness.

Performance

Quick Turns executes multiple iterations through player data each turn to evaluate diplomatic context. On large maps or in late-game situations, this can result in noticeable processing delays. Furious Turns, by contrast, checks only the essential conditions at key events—such as turn starts, AI turns, and war declarations—and applies a single unified animation rule immediately. This leads to significantly faster performance and better scalability in demanding scenarios.

Summary

Quick Turns is well-suited to players who want to accelerate gameplay while retaining some animation feedback and diplomatic nuance. Its depth and customization come at the cost of slightly higher processing time and a more rigid setup phase. Furious Turns, on the other hand, is built for players who prioritize speed above all else. By stripping away complexity and aggressively disabling animations, it delivers the fastest possible turn execution—ideal for large games, competitive pacing, or performance-heavy mod configurations.
Last edited by Gaia; Jun 25 @ 5:18am