Stellaris

Stellaris

SW:Fallen Republic
xNoRemorse 12 Sep, 2020 @ 10:16am
Too much population = insane lag and stuttering early-mid game
Even on 550 canon world with 0% habitable worlds the main canon static map with 1 system start still has habitable worlds such as the ecumenopolis and most factions will mass spam habitats. It's virtually unplayable at a certain stage. by about 8150 there's like 5k population, my system isn't that weak, a 6600k @ 4.8 ghz, sli 980ti and a 140% benched SSD which is super fast. yet it takes a crazy amount of time to progress days, and every here and there it stutters and freezes for about 20 seconds.

Please add another secondary feature that allows you to remove any form of technology to create habitats, gas cloud cities, deep space stations and remove every habitiable planet that is not modified on the canon map when you toggle 0%, 25% habitiation etc. Most of these seem to be ecumenopolis which are always 100% habitable, cloud cities and deep space stations.

Or give us another option to make our own custom maps where we can choose how many major factions spawn, how many minor, change habitability and toggle certain technologies from being active.

This makes the game super unplayable for fun. Imagine getting Home One and the game stutters and lags so bad from stupid Ai's mass spamming habitiats so the population goes crazy.

Overall amazing mod, but the performance even on the "performance mode" is a laughable joke. I like playing my 500+ year games with slow progression. You've made it possible to only play the mod in a bad way. I can't find enjoyment from 30+ empires who all spam for the most worlds. the AI is trash and you know it.
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Showing 1-15 of 21 comments
Noxius 15 Sep, 2020 @ 1:27am 
I think one part of the problem is the fact that the ai spams space station on every possible position. So it does not help to reduce the number of planets.
Last edited by Noxius; 15 Sep, 2020 @ 1:27am
c_moreau_76 16 Sep, 2020 @ 2:24pm 
Use "Pop Growth Reduction" MOD
xylow17 18 Sep, 2020 @ 1:18pm 
I agree and waiting for an option which limits habitats
Hammer 21 Sep, 2020 @ 8:59am 
Originally posted by Cresent:
I think one part of the problem is the fact that the ai spams space station on every possible position. So it does not help to reduce the number of planets.

It is out of control and this^^ compounds it.
In MP even though we all have insanely powerful rigs sitting on a 10GB network the spikes and stutters are crazy not even STNH levels but way worse. Love the mod otherwise though :)
Last edited by Hammer; 21 Sep, 2020 @ 9:01am
xylow17 21 Sep, 2020 @ 1:44pm 
Couldn't i just set the ai_weight to 0 in the common/megastructures/habitat.txt file of the mod ?
xNoRemorse 23 Sep, 2020 @ 7:51am 
Originally posted by Cresent:
I think one part of the problem is the fact that the ai spams space station on every possible position. So it does not help to reduce the number of planets.

Damn right. I will probably have to go into the mod files myself and remove the technology to build them if the devs don't do something about this ♥♥♥♥♥♥♥♥♥♥♥ of lag.

Originally posted by c_moreau_76:
Use "Pop Growth Reduction" MOD

Do they actually work though? i'll try one, but it still won't stop the AI spamming habitats.

Originally posted by Hammer:
Originally posted by Cresent:
I think one part of the problem is the fact that the ai spams space station on every possible position. So it does not help to reduce the number of planets.

It is out of control and this^^ compounds it.
In MP even though we all have insanely powerful rigs sitting on a 10GB network the spikes and stutters are crazy not even STNH levels but way worse. Love the mod otherwise though :)

I don't think any of the devs played their own game to check lag levels to be honest. Even the best cpu/ssd/gpu/ram will lag like ♥♥♥♥ on this game with how the AI spams habitats/planets for pops xD even setting the planet habitatbility to 0 they will still colonize them.



Originally posted by xylow17:
Couldn't i just set the ai_weight to 0 in the common/megastructures/habitat.txt file of the mod ?

I will try this myself to see if it works, if it does it removes me having to remove the technology for habitats.
xNoRemorse 23 Sep, 2020 @ 7:58am 
Originally posted by xylow17:
Couldn't i just set the ai_weight to 0 in the common/megastructures/habitat.txt file of the mod ?

funny, this shows as disabled just like ring worlds etc. Wonder what's making the AI able to build/research habitats, it must be something.

In the swp_allt_techs even the habitat 1/2 are apparently "disabled" well i'm gonna change ai weight to 0 but also change the cost of it to like 9999999999 so even if AI get it, hopefully it will just stop them from picking it. idc if it breaks their engineering research, the lag is ♥♥♥♥. i'm also going to try a no ai habitat mod, i'll update if any work
xylow17 23 Sep, 2020 @ 9:17am 
after a single test it work if you set ai_weight to 0 in common/megastructures/swp_deep_space_station. You can do the same for asteroid base, cloud city, ...

remains to be seen over time

next step is to merge some pop and forbid xenocompatibilty
Last edited by xylow17; 23 Sep, 2020 @ 9:22am
xNoRemorse 24 Sep, 2020 @ 7:47am 
Originally posted by xylow17:
after a single test it work if you set ai_weight to 0 in common/megastructures/swp_deep_space_station. You can do the same for asteroid base, cloud city, ...

remains to be seen over time

next step is to merge some pop and forbid xenocompatibilty

I will add those to it, all I did was change the cost to build them to like 9999999999 and the time to build the same, i will add these lines in to also do it. Have you found a way to disable/lower the droid assembly plant pop speed? I have reduced pop growth from another mod so pops grow at about 0.70 per year before any buffs, but droids still remain at 2.0 and the tech tree/buildings don't have any modifiers for it, do i just need to add the modifier into the same table for it to add that to it?

In the asteroid base make sure you also change the verpine one to the same configuation, I noticed they still were mass building them, this is why lol
Last edited by xNoRemorse; 24 Sep, 2020 @ 7:49am
xNoRemorse 24 Sep, 2020 @ 8:03am 
Okay i set ai_weight 0 for droid assembly plants so ai won't build them. i've left the machine one how it is, as I can't remember if the mod has a machine race, but if it does i'll have to nuke them if they get out of hand. (if you decide to build robots it will make it unfair, but that's the best I can do for now)

Next thing I am testing is the custom big map non canon start (single planet starts) I am changing these lines at the start.

First I will test it on the canon map as you can see all the factions and if say half are showing then the change works, this will also help to eliminate lag while also making games unique in their own way since it should pick the factions, but if it doesn't oh well.


num_empires = 20
num_empire_default = 20
fallen_empire_default = 0
fallen_empire_max = 0
advanced_empire_default = 0
colonizable_planet_odds = 0.0
random_hyperlanes = no


if all of this works I will make a new thread so everyone can see changes to help them with lag
Last edited by xNoRemorse; 24 Sep, 2020 @ 8:03am
Marshmellow 27 Sep, 2020 @ 3:25am 
I'm having strong lag every time a new month starts. Do you guys know what i can do there?
Ahndwoo 27 Sep, 2020 @ 2:01pm 
Yeah, I'm having this problem too. I'm nearing End Game and my game just won't go anymore, it just crashes after a couple minutes of playing. Really wanted to finish it. Any way to fix a game that's already suffering from this issue?
xNoRemorse 29 Sep, 2020 @ 3:21pm 
Originally posted by Marshmellow:
I'm having strong lag every time a new month starts. Do you guys know what i can do there?


Originally posted by Ahndwoo:
Yeah, I'm having this problem too. I'm nearing End Game and my game just won't go anymore, it just crashes after a couple minutes of playing. Really wanted to finish it. Any way to fix a game that's already suffering from this issue?

It'll be from all new things that happen/change at the first new day every month. If you notice when you do a new trade monthly deal etc it only takes affect on the first new day of the next month, imaging 45 empires doing new things every month, this affects anything from new pops, new buildings it all gets added, same as new ships.

Honestly the only way to improve this is to download the reduced pop growth mod, activate it after SW mod in the launcher then go into the mod location and change the above settings for ai_weight = 0 meaning they will NOT build this , this should be done for asteroid bases, verpine asteroid base, cloud city, deep space stations, habitats. these can be found in "common/megastructures" then go to the SWP which is the mods text files for each one, so "common/megastructures/swp_deep_space_station" is one example of the location.

These are the ONLY ways I have found to reduce early/mid/end game lag. I cannot find a way to reduce droid pop growth it's kept at 2.0 per month and no tech/buildings have any modifier for their growth speed and since every faction has access to it, all i can do is also change ai_weight = 0 on their buildings... to do this go to
"C:\Users\yourname\Documents\Paradox Interactive\Stellaris\workshop\content\281990\2195523300\common\buildings" this will be the same for you but your user location (this is the full location for the above other fix too) and go into "swp_buildings.txt" search "droid assembly" it'll find the right building then where it says ai_weight = { change it to ai_weight = 0 then save.

changing map settings did nothing, so these are all i can currently find to help. It gives you an advatage as ai will not build any of these things and you can, so i'd suggest not building any for fairness.

lastly when new game started change the habitiable planets to 100% (red zone) so no new planets have high habitiability
xNoRemorse 30 Sep, 2020 @ 6:25am 
encase anyone has issues with the ai_weight = 0 it should be done like this "ai_weight = { weight = 0 }"
Jota 13 Oct, 2020 @ 11:32pm 
Is the "No AI habitats" mod compatible with Fallen Republic? I am also looking for ways to improve performance without touching mod files...
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