![]() ![]() ![]() Make sure that your game is not running on the integrated GPUĩ. ![]() Reinstall your graphic drivers, update Windowsħ. Uninstall/unable your antivirus or add the game to exceptions listĥ. Those files are in the folder -C:\Users\YOUR_USER\Games\Age of Empires 2 DE\\Savegame, Recorded Games and Save games.Ĥ. If this works, then copy back the files from your old user folder. Verify your files in Steam, AoE2 game, Properties, Local Files.į. Copy your user folder to a safe place, it has lots of numbers.Į. Go to C:\Users\YOUR_USER\Games\Age of Empires 2 DE.Ĭ. Make sure that your Steam Cloud is disabled in Steam, AoE2 game, Properties, General.ī. For deleting your user files, you should:Ī. However, in order to confirm that it is not an issue on your side, I recommend you some stuff:ġ. Let to see if it will fix more problems than it will create.We know that the game is laggy for some players. Right now, we can only hope that the new jobs and building system will fix the lag issue. Gigastructures offer you also greatly efficient ways to deal with lag in the form of 2 megastructures who can torch entiere star systems and even clusters. On the mod side, you can give a try to ACOT who give you a very nice bombing stance who just annihilate the planet below, (fractured worlds) when applied on a large scale, you can reduce lag significantly. In a new game, try for a smaller galaxy and reduce the amount of habitables planets, it help a bit. More seriously, there is not much to do in the very late game to avoid massive lag apart from killing everything. This is what the Contingency is all about, the class 30 singularity is your CPU dying under the weight of poorly designed jobs calculations. There is a simple answer: purge all those sinful xenos abominations. Unless they want to make some huge mechanical update, it seems like the easy fix here would be to replace individual pops with a spreadsheet that just tracks each species in your empire by each planet they're settled on. (That was one of the big things from the original designer, that he wanted this to be a game about the people who make up those sprawling space empires of fiction.) 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. Narratively and mechanically the game wants individuals to matter. Personally I don't really see the value of this system. Stellaris however will run an individual check on each of those 100 pops and calculate the ethics drift for each individual, and the outcome will be that 40 are now egalitarian and 60 are authoritarian. It might break this down a little more granularly (say 30/70 humans, 50/50 blorg, etc.) but that's basically how it works. So it would then set 40 pops to egalitarian and 60 to authoritarian. and determine that the population should become a 40/60 split between egalitarians and authoritarians. A typical strategy game would run the numbers for a given day/week/month/etc. So, for example, say you have 100 units of population. ![]() Most strategy games don't have this specific problem because they treat population as statistical bundles. (I don't think they've gone to a per-month check.) Iirc they toned that down, but I don't remember exactly how it breaks down. Pops used to be checked for most of these things literally every day of game time. Even if most of a pop's activity doesn't really show up in gameplay (looking at you ethics drift), they're pretty busy little suckers. So on a constant cycle the game checks every, single pop for promotion/demotion in its job, ethics drift, happiness, faction alignment, responses to recent events, etc. The game treats every pop as its own, independent object. ![]()
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