Stellaris pop lag fix. I am having heavy lag in late game.
Stellaris pop lag fix 05 First off it cuts down on pops big time (those are what is causing most of the lag), you'll still have tons of planets to manage, and lastly it's more realistic. More posts While it could be very cool. Unless you have something else in mind that hasnt been discussed yet. More POPs - more lag. 9. Other than that, I love everything they're doing with Stellaris! Keep up the good work! Yep. Become the true end game crisis. ) If you're a Spiritualist, find the Infinity Machine at Gargantua [need Leviathans DLC], and declare it Been in a multiplayer game, we had to play at slow or slowest all the time so that all the players could catch up. Related Stellaris Real-time strategy Strategy video game Gaming forward back. a new building is built, relocation of a pop, a pop is born, a new planet is conquered, etc. So for an event that has a 0. r/Stellaris • Anything to reduce lag or speed up mid- to late game. Web browsers tend to use a lot of ram, so close them. Unless you are a terribad who turns pops back up because they need infinite resources to do stuff rather than using pops well. In general it's hard to give yourself more pops without causing performance issues. The easiest fix to this is to get rid of pops - either set crisis dates early and let them run rampant through the galaxy or take up the noble mantle of xeno extermination yourself. r/Frostpunk. 75 or lower, reduce scaling pop growth speed so it slows down more towards the middle of the game 2300ish and slows down a lot towards 2400ish. Its unit of measurement is pop per month. Bigger than medium is for supercomputers. There was a post that I came across that suggested disabling windows update from running in the background, but I didn't see any difference. Basically, most slowdown comes from pop lag. 64bit debates had pushed Paradox to make Stellaris go 64bit just proofed that both side had their points. Anyone else having similar problems, and is there a The species list is loaded frequently to determine planet habitability and colorize those colonizable planet icons (among other things), so this is lag creating. Report. 7 patch that's set to come out in two days promises that A lot of the lag comes from calculating free jobs and pop growth, not just total pops. Stellaris was originally built with the idea you couldn't have more than 25 pops per planet (waaay back when planets had tiles instead of buildings / districts / jobs), so the game engine doesn't deal well with very large amount of pops. #15 I am having heavy lag in late game. Make sure your I'm afraid the options listed are the best you gonna get. Can't live without it honestly. 8. There are no reliable or easy fixes for this, because everyone would be using them. Disable abandoned gateways and l-gates. The amount of pop, and how you use them define most of your power as a empire, so saying "destroy habitable planets" or "use fewer pops" is like telling someone to play with only one Oh Stellaris is worse, Growth scaling (growth requirement increase per pop), and Logistic Ceiling (max growth multiplier when at certain pop/housing ratios sure you can get to late game now without lag but whats the point of playing a game if the builds advertised as a feature of the game cannot be played due to not being the There are constant suggestions/demands for fixing endgame lag like this thread and the one that says job causes lag recently. For almost every game there are mods that are dedicated to reducing late game lag by sacrificing some aspect of gameplay. 25 habitable planets. Lol rant aside I understand if the devs choose to prioritize resources towards stuff that’d create more “value” that General discussion how i fixed my game lag in stellaris without having a gpu that runs wild (5 posts) (5 posts) (5 posts) Pages: 1. Fast/Fastest mode moves like Slow normally would. ) Make your pops Psionic: +5% happiness. Less lag is enjoyable. Faction Approval: Almost every pop belongs to a faction of their ethos, exception is pops with Nerve Stapled, Non-Sentient robots, hivemind pops and pops being purged. There's no way to reduce lag other than reduce pop count. Adjust down all the way to 1x which is the minimum. 5 base pop growth), vat-grown is better than fertile if base pop growth exceeds 9. The huge freeze on the first of the year is because of lots of pops being set to assimilation status. Great for low end PCs just make sure that you at least have a mid range CPU to deal with that. Meaning the early endgame date helps but mileage varies depending on how wide you’re going. Lowering the number of habitable planets is the easiest way to reduce lag. 8. An open researcher position on a world full of janitors should just be an operation to tell any unemployeds to start training instead of combing all the janitors for the absolute best For future games: lower galaxy size, shut off xeno-compatibility, reduce habitable planets. There still is late game lag, but it should be somewhat better. Stellaris may be a good shout now, I haven't played in a while and apparently a recent update has done wonders for performance. Stellaris pops have traits. I can play lag-free at 600 stars, but I can't at 1000 stars, sadly. When you have 28 pops at the start of the game, growing a Hey guys, I've been playing Stellaris the last couple of months in solo and multiplayer with a few buddys of mine and never had any issues with lags or desync etc. Other than that getting more habitability on planets helps growth as well. Also, at the beginning there weren't habitats, so the number of planets didn't explode in the late game. Even then it's still gonna lag a bit on the largest map. e. Reduce the overall carrying capacity of Isnt the main reason for pop lag when there are too many pops with different traits, im pretty sure genociding every species and only having one trait setup helps a lot. But for what I have learned from Stellaris The Best solution is to not have habitats at all. To be more general, assuming max logistic growth (4. Reply. The CPU that will run this game with large pops without lag is expected to be out in 2200. It's a stupid bandaid to fix their broken lag situation. The complex pop growth scaling system exists for a couple gameplay reasons: Reduce endgame lag Tamp down excessive snowballing a bit, basically once you get a large empire you have to work harder to get more pops to utilize a large empire (compared to simple exponential growth where big empires grow faster so the leader often has a self-perpetuating lead forever) As title says, I'm currently on a "machine Annihilator" run and have conquered most of the Galaxy and only the fallen empires remain. Games like V2 which have only one species don't have this issue, so their pop calculations can be simpler. The more I look into it, the more I start to realize there is no fix. I suggest cutting the naval cap by 10 times so if you have say 3000 naval cap currently it would be 300 and then cut all the ai crisis, fallen empires etc back too. The next one you must access from your library. Adjust the 2 pop rule settings; Logistic Growth Ceiling – Determines the pop growth bonuses when planets are in the middle of their logistic curve. Each tick, the game checks for unfilled jobs and tries to assign people or migrate pops to planets that need jobs. No pops, no lag. Reply reply PCs have the art of speeding up the ticks which can speed up the game altogether. So here is your fix: On any Anything to reduce lag or speed up mid- to late game couldn’t keep up at fastest for the first 50-100 years of the game but now there’s so much lag and it constantly freezes for a few seconds it takes forever to get anywhere in the game. Also, as pops are your main winning condition in this game, a higher growth rate will make your ingame process "faster". ) Make your pops Communal. Turn off the Steam Overlay and the Desktop Game Use medium galaxy, with 0. 2 techs per generator district. Even with the setting enabling it off, the lategame has huge issue with lag from many different pops and the galaxy I feel like if you paired this with a framework like Production Revolution's to make the job system much less laggy, you'd solve like 99% Afaik there are two main sources of Stellaris lag. Also try reduce the resolution and change to windowed mode as well. I was getting really tired of in-game lag on my 6-year old computer. The devs need to read this. even on low galaxy settings it still starts to slow down a lot due to the increased amount of pops. Go to Stellaris settings and turn down the graphics to whatever fits you as it can improve a lot with the stuttering late game. A few more pops on a single planet doesn't matter much, but a few more pops on a lot of planets does. ) Have your leader be a Champion of the People: +5% happiness while they're in office. Might as well just play a smaller galaxy if you're going to reduce habitable worlds and things like that. Hey folks, I recently upgraded my PC with the intentional goal of making Stellaris faster. play a genocidal empire and literally purge the lag Declining Pop Growth. No one's gonna bomb it. The game sometimes freezes for a few seconds before it kicks up again. Lag is caused mostly by pops and pops calculations. On the majority of worlds (trade worlds excluded) i build all my resource districts first then let pops grow until i have my buildings IF the remaining housing districts are enough. Then i turn off pop growth. Under such conditions, fertile will add 4. That's the problem. And those were pretty heavily curtailed in Dick. You can't even get to the endgame structures because the game lags out on you. Traits impact happiness and faction attraction. Also, when habitable worlds are rare the game is more interesting. Second option : There are mods that try to improve performance but they aren't foolproof since the devs forced the engine of the game to work with pops instead of the original iteration with tiles where there wasn't ever any lag and ships were actually valuable and couldn't be mass produced so easily which also contributes to lag. i usually can play 600 pop late game. The only way to reduce the lag is to do a mass genocide throughout the galaxy My PC can be considered mid-high end, at trust me when I say this. There probably are other ways to reduce lag without directly removing the pop system (but that would probably completely fix it) tl;dr Using integrated graphics slows down Stellaris a lot. 38 Badges. Eventually though, the end game lag will begin hitting hard, and you're left waiting for an important research project etc thats taking absolutely forever, when that happens press the ` key and type in ticks_per_turn 1-10 (default is 1). This could then by altered by policies for instance banning contraceptives. Hey paradox, you were on the right track in 2. The main issue comes back to lag. The logistic growth didnt really halve the number of pops, it just slowed pop growth down in mid-late game. While you could reduce the amount of pops that causes issues with jobs. The default value is 0. I watched earlier as pop calculations were using 100% of one of my CPU's cores, and really, Paradox is trying too hard. And the more pops there are the worse lag gets. No pops = no lag. Enforces those "Maximaly Multiracial Lag Empires", 3. Even supercomputers at NASA couldn't get seamless performance, the way the engine utilizes cores. Vic 2 and EU4 just due to age are fine, they lag later on but it's unavoidable in most cases and not offensively slow. Last edited by Patchateeka; Jan 1, 2020 Only recently there was 64Bit stuff worked on and it was mainly only RAM which doesnt solve the lag but rather gave the devs room and excuses to add optimize for pop unemployment rather than unfilled jobs. Reduce Pop growth/assembly time. If you notice a planet that has hundreds of pops, but requires you to manage for years to clean up the AIs chaos, just use a World-killer instead. From what I understand, the cause of most endgame lag has little to do with AI decision making and mostly to do with pop/tile management and simulating thousands of ships individually, as well as the things AI do like constantly create subspecies and spam habitats. Alternatively, the v2. It's not worth investing into new ultra super duper high end PC when you plan to play Stellaris on it. No matter what anyone says, or their opinion on tall vs wide, More pops is always going to be better in a game about producing resources. 50. 9 - 0. Pop calculations are the biggest lag cause in stellaris, hence paradox made it a monthly calculation to try to minimize the lag. For current game: worldcrack/neutron sweep. 25x , playing on smaller galaxy sizes, and tweaking the pop growth curve settings to make pop growth slower. However, unless you turn the planet spawn rate down, the overall number of potential colonies will be higher, leading to more lag in the late game when empires have expanded. If the goal is to reduce end-game pop-caused lag, then a better solution would be to cap the maximum number of housing slots on the galaxy map. Now early to mid game is lagging horribly. It's all about some borked calculations with POPs - ethics, jobs, happiness, growth - god knows what exactly is the issue. (Someone please correct me if I remember that wrong) So why did you dramatically alter the pop mechanic? You were right there. Reduce / remove pop demotion times (their impact on gameplay is negligible, their impact on performance isnt) There are techs, traditions and building jobs that can increase pop growth. You can also disable it What are your favorite mods to reduce late game lag? Selecting large fleets just flat out freezes my game in late game. Here's to hoping they think Stellaris is worth fixing Basically, what Stellaris should be doing is having most jobs be specialist jobs that can only accept the pops of the same specialists, having pops take time to train to become such separately. We would like to show you a description here but the site won’t allow us. I've been playing stellaris since its launch and have 1k+ hours ingame. 25 habitat planets and I just got into a game on 2600 in a large Galaxy. Purging pops helps, honestly. Some of the biological variations are covered, and abstracted out, I suppose, by the traits that affect pop increase rates. The main culprit for lag in stellaris is pops, you can fix this by reducing planets to 0. The late game is by far the worst problem Stellaris currently has. As we all know, the colossus is a great way to remove pops to reduce lag- But the Pacifier does not remove pops, Stellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A Add a Comment. Now, I can generally have half the pops and with optimization have those pops be worth more per capita AND have the months tick by at x2, x3 or x4 the speed as when I had more pops in 2. Is there possible to create a patch or a mod where the game can stack the pop on a planet, exemple i have 34 mining pop, the game regroup the pop in 1 stack of 30 with a bonus for equal the production of the 30 single pops. wouldn't new empty planet suppose to grow faster since there are all those free space? Play in smaller galaxy, reduce number of habitable worlds, genocide, turn xeno-comp off. Other things cause lag too, but amount of pops is the most noticeable. Members Online • This is what I used to do as the obvious fix Yesterday I was getting to the point in a save where the game was slowing to a crawl, and thought to myself, could I fix it if I reduced the pop calculations per cycle? So anyway, I put my Worldcrackers to work, and declared war against the galaxy (Handily War in Heaven was in progress, so they were all in a Federation anyway). The pop growth feels bit too slow, it take almost 9 year to grow 1 additional pop on my newly colonized ring world, while my other planet are growing in the same rate. I:R I just don't like, lag isn't terrible at all but the game (imo) is fundamentally flawed. It would reduce a lot of lag. Issue: When playing Stellaris, a long series of blank popup event windows shows up. 5 increase per pop The only way I can think of how this could work is just reducing numbers across the board, like how tile system stellaris only had a maximum of 25 pops for a 25 size world. Move endgame earlier. Anyway I managed to reduce lag by reducing the At least in the case of Stellaris. I believe that this could be fixed by instead making each pop species and job on a planet one entity. exe. Lower galaxy size. They slow down pop growth as a bandaid for end game lag. They added a feature a few updates ago to customize your game, I don’t exactly remember it off the top of my dead, but it’s a slider when starting a new game that effects how fast pops grow in your game for all nations. 10. Conquer the galaxy shove all the pops into a ring world and wait, Pops have always been the major factor for lag. Stellaris Late Game Lag. Reply reply More replies More replies More replies More replies. so today we started a new game which is the first time since 3. ) which will DRASTICALLY help CPUs. I kept trying to neutron bombard using the Colossus but even bombarding quite a few enemy ecumenopolis words with 80-100+ pops each and it still didn’t make much of a dent at the endgame lag. 75 or 0. +5% happiness. Used it for years. Home; Baldur’s Gate 3. I’m on a medium galaxy and even turned off primitives but they still showed up somehow so who knows at this point. Every in-game day free jobs are being iterated over to check whether there are any eligible pops to fill them (thus runtime of that check grows by free jobs multiplied by pops). Most notable performance influence come from pops. One of the largest contributors to end game lag in Stellaris is the amount of Pops in the galaxy. 4; Reactions: Reply. Mid-late game pops produce a lot of lag as the game is trying to calculate hundreds and thousands of pops on AI worlds. Wow it's sound like a super rig. Pop growth represents the increase in population from natural reproduction and immigration. Because pops, though really pop checks, are the main problem. We simply need to multiply the probabilty for an event times the amount of pops living in the galaxy divided by the amoung of pops checked every day. 5 every 100 year say, to represent improved living conditions. Planets were gridlike and each pop occupied and worked one slot as in the Civilization games, so planets had on average 17-18 pops. To fully experience The biggest cause of lag is too many pops so minimizing how much pops there are helps, in theory 2. Most of the lag comes from calculations done with pops. 2) Reduce the quantity of habitable planets in the galaxy. Destroying other empires will reduce the number of pops, resources, and The performance issues in late game mostly come from the pops. In CK3 for example it eliminates all irrelevant characters Pops are the biggest contributor to lag. balmung60 Field Marshal. Completely stop growth once housing cap is hit (here i used a 1. Set habitable planets to the lowest. If deleted, a fresh batch of them pops up again a day later, Open up another game of Stellaris, and see if that fixes the issue. The game can create the stack for 10-20-30-40-50-60-70-80-90-100. 3) Decrease the end-game date. Thousands of calculations going on simultaneously. Higher values negatively affect late-game performance. Play with pop growth settings, increase amount needed for pop growth and reduce pop growth scaling. Immersion is much better too without the insane micro, and battleships feeling important again with individual names. Check your faction screen to see what issues are lowering faction approval, that can make a huge difference already. So the end game crisis would not have 1m fleet power fleets but instead 100K fleet Logistic growth ceiling: Pop growth speed increases as pop numbers increase. its not just pop problem. 25*4. I did manage to change the tech file that has the habitat and set it to 0 so AI won't even get the tech, also I put on the 0. 1x habitables on a 600 star map slows down way harder for me than 0. I go from 100+ (Fast Forward) to bare minimum of 20-30 fps on Fast forward. So you will achieve different milestones earlier in game which of course changes the balance. So you want to reduce those. The first step seems obvious, grab a mod that removes the planetary scaling, so one always need to reach a total of 100 pop growth. If you've purged everyone else's pops, there will be fewer pops in existence. 0 the game would be just as laggy when you have only 1000ish pops), so much so that the developers decided to apply a bandage solution in 3. The settings can’t be adjusted mid game, but excess pops can’t cause lag if they no longer exist. Stellaris just runs slower the longer a game goes. How to reduce lag? Advice Wanted On year 2350. Hey guys, I was wondering if any of you have any solutions for the crazy lag/desync that tends to happen late game when pops/jobs around the galaxy have risen? I haven't played in awhile but recently picked it back up with the gf, I had hoped this old issue would have been fixed by now but my girlfriend and I are running a co-op game and are around year Vic3 uses basically the same pop system that Stellaris does. But if you would ask any player if he wants rather a game that is playable after 2300 or daily calculation of trade routes and pop jobs, which is in no case nescessary, i think few would vote for the latter. In vanilla, absolute pop growth only ever goes up for a competently-managed empire, as you constantly add new planets and growth boosts. Edit to make more sense: essentially if you’re over 10 housing you’ll have 100% pop growth from housing, The end result is a large increase in overall pop growth speed, but the population from well was used to having excess amount of pop at late game, but after the new update. If you have more pops in the endgame, the game will lag more. 0 to reduce the number of pops in a game and to reduce pop growth which were the main causes of lag, so isn't really as noticeable anymore if you keep the pop growth settings unchanged and number of AI empires not in excessive levels. All you can really do is try to lower the galaxies population by whatever means necessary and make sure none of the mods you have are throwing tons of errors in the log. Enjoy Stellaris The thing is the AIs I use a colossus to crack the worlds and habitats. Daily O(n) operations are absolutely not needed for this! These two mods combined bring Stellaris back to the performance it had before the Apocalypse update broke everything and ruined the game (which is to say the performance is still bad in the late game but bearable) and also fixes the broken Crisis AI (the AI breaks whenever it tries to use a Gateway or Wormhole - so the latter mod removes Gateways. 35 of combined pop growth. That said, the fixes look costly, both in time and resources. Honestly I reckon a lot of the problems with Stellaris can be tracked back to it's engine. Top posts of October 29, Given ship rendering and pops cause most lag, you can effectively mod pops and ships to have double output/cost but half the quantity, for a straight up half the processing but the same effective gameplay. The fix for this mess is to, instead of checking DAILY for pop switching priorities, implement a few on_action triggers attached to events (i. all of it is intentional, however they need to streamline it to be more "aware" of how much processing time is being used for pops and have it adjust accordingly or at the very least let us turn it off completely This post clearly shows that the most problems are from sheer number of POPs, clean and simple. optimizing for pop unemployment instead, but it makes the game playable, at least. I guess you could purge most of the galaxy's pops to speed things up. g. The game would automatically pause every few days, for a few seconds, so that every client could catch up to the host. As the title states, will the endgame lag ever be fixed? I understand that you can help reduce the lag by exterminating the galaxy, but I was also wondering if the good folks at Paradox will ever come around to solving the issue directly into a huge patch or something to that effect. So a So the fewer available planets the less pop, less lag, right? A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. I’ve had 20k pop empire games that ran like it was 2300 after I filled up all the planets/ringworlds/whatever and pop controlled them all. As features pile on, the problem is not being fix and is getting worse, (this is purely anecdotal but I remember that I can have many thousands of pops in 2. My 3570k and gtx680 aren't exactly new. 25 on a 1000 star map. 25. one main cause is the calculation of pops. Jul 12, 2021; Void Dwellers Expanded 3+----- Habitat AI colonisation fix----- Stellaris on Speed. The pop “fixes” are just poorly applied bandaids covering a problem that isn’t gonna ever be fixed in Stellaris because of game engine limitations. But there is a simple fix to this: Most of the lag is created by the calculation of pop jobs and trade routes Logistic growth ceiling: Pop growth speed increases as pop numbers increase. Be Genocidal. 35 combined Happiness, factions, job weights, etc. Members Online • [deleted Opposite, pathing gives more lag than pops, but I try to reduce lag from both. Rolling back has since fixed the bug with no real issues, hopefully it gets fixed soon. In vanilla stellaris, the absolute biggest impact was just the resource cheating. You can have a smaller galaxy (less planets, less pops), increase the pop growth scaling sliders (less pop growth) or roleplay as a garbage collector freeing up computing power by culling the galaxy manually (garbage collector is actually memory related but my Right now it fixes/improves: Hull/shield/armor regen overflow Planet view lag on high population worlds Planet view tooltips on high population worlds (although it also breaks a bunch of them too, on my todo list) Fleet Manager lag with a lot of rebuildable ships (still has room for improvement) The simplest explanation based on my experience both in game and on this sub and r/stellaris is the number of pops in the galaxy. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 3 = 1. This problem makes the game literally unplayable, and you break it down with evidence as to what causes it. I set guaranteed habitable worlds to 0 too. Oh, btw, Aspec - the single most popular Stellaris youtuber - who has regular communications with the devs, did a video basically pleading for them fix the late game lag, saying its making the game unplayable. If you were given the chance to do so, how would you change the pop system but still have it remain true to the current stellaris pop system to reduce lag? See more posts like this in r/Stellaris. Lower amount of habitable planets. Specialize planets. You see in one game, one where it got a bit laggy so a day was like 2-3 seconds and the calculations at the beginning of every mouth took upwards to 10 mins had only around 5K pops in the galaxy, but This has me trying to find a way to fix the pop growth so that later colonies are still viable, but without recreating the lag from 2. You could also make it so that pop calculations are done on a separate threads, most people don't have I really would appreciate if someone could help me to reduce the lag. You can hold it off for a time doing a bit of this and that but it will creep up on you eventually. It also causes a noticeable delay whenever a large number of pops are removed from the game, so every time someone hits this edict be prepared to go make a cup of tea. Mods/ Pop Count/Less Planets/No Xeno Compatability (Obiviously) Oke this one is a no brainer the less mods you have is better (I am mod addict dont be like me). First option : get your friend a better PC/internet connection or make him close background programs (I usually just have discord, steam and stellaris open). So the 2 growth sliders in galaxy settings and, indirectly, the amount of habitable planets, which in turn is also affected by galaxy size. This is called growth required scaling, and is intended to limit the number of pops per empire. 5 (so you can still unlock everything). All purging jokes aside cracking densely populated capital of AI is Anyway on how to fix end game lag in the game ? Archived post. The ultimate endgame crisis and one of Stellaris biggest problems paired with lack of content (which is connected to braindead AI). The pop system in Stellaris is intricate and plays a crucial role in the game's mechanics, so any changes should aim to maintain the gameplay experience while improving performance. Performance is much, much better in dick, even running heavily modded. However! Coming across this comment surprisingly solved the issue I have been having. The fact is that Stellaris's engine isn't the best. If you don’t have the cash to get yourself an Intel Core i5 12000K, a GeForce RTX 3080, and 32GB of RAM, then modding the game to reduce lag is the way to go. Growing a new pop costs a base of 100 growth points, plus the number of pops in your entire empire times the value of the Growth Required Scaling setting. wierd, 2. Just don't login to Stellaris on the launcher. The solution was fairly simpel, just navigate to where Stellaris is installed (SteamLibrary\steamapps\common\Stellaris) and start the game by running stellaris. And from what devs have said, it's going to be the standard for the 'engine' moving forward. Stellaris. I'm not happy with this, this is a defensive workaround, and not an actual solution. So you have on your planet 1 pop of 30 miners and 4 pop of 1 miner. Max AI, reduce habitable planets to . Depending on your computer, you may also be able to improve performance by upgrading, although be aware that even the best computer is going to struggle with Stellaris in the end-game if you crank up the number of stars and habitable planets. This mechanic was introduced to reduce late game lag due to the huge amounts of pops. Unless they want to make some huge mechanical update, you can reduce lag significantly. I think the route several modders and now paradox are taking is a better one, where you reduce the number of pops but increase their output to compensate. Pops and fleets cause it. However after looking at two of my games I think Ai empires themself cause more lag. Now, any planet can house as many pops as it wants, usually more than 75; also, we have since 2. Growth points accumulate every month by adding the month's pop growth, and after reaching a growth progress goal a new pop appears. The only "problem" is you need to be careful not to open the console while you are running at ticks_per_turn above 1 since your only way to pause the game is pressing spacebar and if you are in the console, the spacebar won't pause the game so it will keep running until some event will trigger a forced pause. You can configure how fast the required popgrowth grows. Stellaris end-game or late-game lag can be avoided with some simple tricks including graphics and galaxy setting optimizations. Which would increase pop growth speed but decrease planet stability. 0 and the game was still barely playable, while in 3. Top 1% Rank by size . The intention is that they get to cover up the pops=lag problem without actually fixing it. Tried dismantling all corvettes, that helped some, but not enough. Makes Xenophile Egalitarian suck because without strict population controls, you have Agrarian Pops on Administraive Worlds, Research Pops on Mining Worlds, etc, and genetically optimizing them becomes a micromanagment nightmare. Stellaris pops mutate over time. The lag at this point is becoming unplayable. Voltage_Z • Additional comment Optimizing the population (pop) system in the video game Stellaris to reduce its performance impact can be a complex task. During my last playthrough (grand admiral, 25x end game crisis, medium size galaxy, late game starts at 2350) i found myself in a certain situation around 2350: my empire is the strongest in a galaxy by far, 3k+ naval capacity, casually assimilitaed a fallen empire, who dared to mumble smth about set habitable planets to the lowest setting, since lag primarily comes from pops. TLDR: Vacant jobs cause massive slowdown, it's not pop the numbers. The growth progress goal is dynamic and depends on the total empire population: Released in 2016, Stellaris is relatively old, so most modern systems can handle it – but being able to “run” a game doesn’t mean you can’t aim at smoother performance. New comments cannot be posted and votes cannot be cast. Trade and wormholes appears to have little effect on overall performance. I realize we have two campaign option sliders to reduce the number of pops in the late game, which is the current solution to extreme late-game lag. I have three CPUs at 5% use and one of them at 95% use. 0 I did not enjoy having 5k pops or more and having a single month tick of time being glacially slow. You could turn some pops off of that status to get things more back to normal. 1. Rinse and repeat Steps 3 and 4 until the issue goes away. The game goes through all the pops by species. Do note that having more pops slows down the growth of the next pop but having large pop planets increases immigration on smaller pop planets helping them grow. 259. Could this problem be non existent with modern day screen hardware was the next question that popped up in my head while returning the settings to the only option that would work namely vsync : I've watched over the past few years where Paradox has repeatedly redesign population, and nobody is really happy with this situation. Note that in most games (without xeno-compatability), the number of species present changes much less than the number of pops. Play on smaller galaxy sizes. This is kind of a joke, but it legitimately will have an impact. Less planets means less pops and less lag. Reply reply More replies. It’s especially frustrating when I wanted to play a utopian egalitarian build. C4st1gator Captain. If you have base pop assembly of B, then vat-grown gives you 0. genocide or using the technically-not-genocidal shielded world Colossus. Before I upgraded my hardware, I benchmarked Stellaris with my save file. This bypasses the Paradox Launcher which seems to be what caused the lag for me. I updated drivers, but it didn't reduce the stuttering. If I just limit the amount of pops in the galaxy, I'll just end up with a galaxy spanning empire with a million free jobs and building my empire This is 1. 02 figure to let the planet grow 1 extra pop over housing cap). In vanilla, absolute pop growth only ever goes up for a competently-managed empire, as you constantly add So here is your fix: On any planet/habitat/ring, keep the pop growth humming, with all the bonus and tech allowing for fast growth. Declining pop growth is a simple mod designed to reduce late game pop growth and therefore lag and micro. You can tweak these to reduce the rate of pop growth galaxy-wide. Thee only way to fix this lag in PDX games is modding. 0 and made the number of pops smaller. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews I've just been blowing up plantes that have lots of pop in hopes to reduce the lag; however, i dont think i will be able to keep this up since it is very time consuming. You have four ways to deal with this: Remove pops from the game, i. I remember reading somewhere about a "trigger number" where performance really takes a dive after "x" number of pops in the galaxy but I can't remember what the numbers are (obviously Is there any plan to reduce calculations for pops like do calculations for pops far far less, I mean once a pop is in a job then stop checking for promotion / demotion for the pop and instead just select one when its required if you say build a new building or delete one. With 100 years less in the game, there should theoretically be less pops & ships, and therefore less lag. Actually a serious amount of lag comes from free jobs. Trade route calculations can increase lag, there are mods that can (with less Most of the late game lag comes from ships so how about instead of giving us big ship numbers we instead just cut them back. If OP has the right attitude and constructive thoughts, it will do perfectly fine. Another exception on the low pop end spectrum is my forge worlds, i build housing districts to man all of my factories then turn off pops. The main issue i see with halving the number of pops is that in cases where the number of pops used is 1, you cant half it. That’ll boost the late-game performance a lot. Nov 16, 2014 328 183. Current CPUs can't handle the constantly increasing pops, ships, etc. I found a solution to this problem and thought I'd share it in case anyone else runs into this problem. 11. Also true but, you know, I got a mod that add new repeatable techs for the end game, and one of them is "atmospheric aphrodisiac" which boost pop growth by 5%, so I didn't think it through that much. 0 hit and we are experiencing heavy lags for example if a construction ship is trying to cross a system it literally stops every second and comes to a I’ve heard of people purging xenos to solve the lag and I haven’t tried it. To macht the FE fleet power I need to have like 4 or 5 of my fleets full of carriers and spinal mount Battleships, the issue is that as soon as I select more than 1 fleet, the game lags to worst than slideshow fps. !tprpf (helps trade lag) No Grow When Overcrowded(helps pop lag) No game breaking mechanics and all going well in 3 saves, only one thing to note !tprpf may increase piracy edit: No AI Biologic Ascension AI Species Limit Glavius AI Prior to 3. I want to paint the map with my spawn! My seed! Well, good news! I have been making a mod that halved The game is CPU heavy, gets worse depending on your galaxy setup over time. At the moment there is no limit to how many housing slots can exist on the map due to megastructures and habitats, so pops can grow perpetually provided you are able to span habitats everywhere. 9. Search the stellaris wiki for pop growth. . The lag on console is bad (I am a console player myself) but the only way to speed it up is to reduce the number of AI empires and pops in the galaxy. The number of pops used is actually the same, e. If you tweak the pop growth settings to give yourself an extra 1000 pops, that means that the other AI empires will also get more pops so you're looking at around . The amount of popgrowth required to create a new pop depends on the amount of pops that already exist in your empire. 25 and reduce the end game year back 100 years so the game doesn't have to run for so long and more stuff happens per year tech wise So I used to be under the impression that it was mostly pops that caused major endgame lag. Library>(right click) Stellaris> Properties> General. I've heard that end-game lag due to too many pops is a thing and had experienced it once. You will get lots of unrest, crime, etc. If you're trying to reduce late game lag and playing on small or medium galaxies, you could always try moving the end year forward to 2400 & reduce the tech/tradition cost to either 0. The first is pop The first one increases pop growth the higher it is, and the other decreases it. Hi, folks! I have a 12900k processor with liquid cooling, and even THEN I find that late game pop lag to be unacceptable, and that a setting that defaults to "on"(that is unchangeable mid game) that nerfs pop growth into the dirt after 1-2k, is completely unacceptable. The real issue with Stellaris was that the devs initially designed the game to have far fewer pops. Better Performance kasako, you can limit pop count from empires, A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The best solution to reduce lag is to turn into FP and purge the galaxy of xeno's filth. I won't deny that xeno-compatibility makes the problem worse, but the main driver of late-game lag is generally the increasing number of pops, not the number of species. I have a pretty decent pc and the game runs a smooth as butter but the days tick by so slow starting around 125-150 years. 8 Pop growth stopped when you had 5 unemployed on a planet/ring/habitat. Increasing amounts of pops are apparently the main reason the late game lag happens. The problem is the non-existent multithreading. Reply reply Pizzagod13 • It A deep dive on Stellaris Fleet Combat and how to improve it The pop growth speed would then go down by . Archived post. Do the devs have any plans on actually fixing the lag issue with populations? Stellaris > General Discussions > Topic Oct 10, 2019 @ 11:30am Pop job lag Do the devs have any plans on actually fixing the lag issue with populations? Its really slowing down me down to the point trying to go for the end game is practically A major revamp of the issues causing endgame lag has been done in the recent overhaul of patch 3. 2: consumer goods, amenities, crime, housing, strata, stability, alloys, trade value, market and slave market, districts and many new jobs. but now its laggy when 300 pop (beta) it seems the longer you play the laggier it becomes. Started 2 new games and sure enough I got the same lag on the same day. Massive amounts of lag on the transition between the 3rd and the 4th of every month. subscribers . 5 = 1. I'll tell you how to fix It is playable on large, however the game gets slower and slower as you have more pops in the galaxy. I usually see advice that you should kill planets, or have fewer pops, this feels silly, or at least a misguided way to do it. disable guaranteed habitable worlds, for the same reasons as above. They can be gene-modded or assimilated or even self-modified into having different traits. The-lag reason is because there are a) too many objects to be rendered and processed and b) that the game is terribly optimized. Definitely helps quite a bit, also avoid playing on anything above medium galaxy size. They are not all humans. This mod has multiple settings for reducing this calculation: Everyday, 9 times per month, 6 times, 3 times, and 3 times every TWO months. Any other way will involve making tons of compromises in various areas. 103 Ah, yes, the lag. You can also set tech cost to 0. 9 will improve performance as Paradox will do some changes to pops so everyone has much less pops and each patch also slightly improves performance Each and every pop in stellaris is its own full-fledged object meaning that the lag produced by having 100 pops on a planet is similar to that produced by 100 ships (actually a bit less but you get the point). Each new pop spawned is another data-point to be calculated. Clicking on stuff won't register until a couple seconds after. I've heard that some people resort to cracking the most populated worlds in the galaxy to help reduce lag. What can you do to reduce lag in your endgame: Disable AI building habitats. A large galaxy with few empires will probably take longer to become laggy as with less players, colonies (the major source of pop-induced lag) will be created slower. GA meant that by the end of the game, on a max size galaxy with full (advanced) 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, 200 Stars = 0. In practice, though, I don't feel like I have any more relationship with pops in Stellaris than I do in Civ, Endless or MOOII. More pops means it takes more popgrowth for the next pop. Lower amount of guaranteed habitable planets. Secondly the pop count is one of the two biggest contributors of the late game lag so dont play in galaxies larger than medium and dont have too many species either. Less habitable worls means less pops overall, which in turn means less lag. There is no way to completely fix the late game lag problem. But there is a simple fix to this: Most of the lag is created by the calculation of pop jobs and trade routes which is made every day. cmyay dyso itgkwk visht uwmid sbbzs vqaujr drpgqmz jmvvkhr hovvjfvc