Those last 3 are the most important settings. 3. 2 for me except the ai isn't constantly steeling the fed fleet from me and redesigning it anymore. 7 update, but when I loaded a late-game 2. For the love of god, stop adding features that slow down the game more and more until you fix late game lag. Animals and Pets Anime Art Cars and Motor Vehicles Crafts and DIY Culture, Race, and Ethnicity Ethics and Philosophy Fashion Food and Drink History Hobbies Law Learning and Education Military Movies Music Place Podcasts and Streamers Politics Programming Reading, Writing, and Literature Religion and Spirituality Science Tabletop Games. The number of pops rises as the game goes on, which is one of the things that causes the lag to get worse. Last is CPU speed. Don't get me wrong, i'm not suggesting you "get a better PC" and i think no PC will be good enough to handle late game Stellaris with maxed everything without lag, but you're comparing apples and oranges here. the fastest supercomputer on the planet could not run this game smoothly. Stellaris isn't optimized for multicore. 3 beta patch but it doesn't seem to play any better than the 2. I've found, with default growth settings, this is already enough for most games to reach the vanilla end date without pop growth tanking anywhere near as much as it does now by the mid/late game. Try playing Factorio if you want to try playing an optimized game. Rule #5: Most end-game lag comes from pops, so I removed the lag source from other empires. What and why cancerous fleet lag you might be wondering. A guy said a couple days ago that using a mod to disable l gates and removing wormholes and gateways improves the performances significantly since ai wont try to. Animals and Pets Anime Art Cars and Motor Vehicles Crafts and DIY Culture, Race, and Ethnicity Ethics and Philosophy Fashion Food and Drink History Hobbies Law Learning and Education Military Movies Music Place Podcasts and Streamers Politics Programming Reading, Writing, and Literature Religion and Spirituality Science Tabletop Games. Seems to get truly bad after about. No matter your system. Logic Growth Scaling - 1In this (short) video essay I explore the final, hidden crisis in Stellaris. No fix I am afraid unless you are a gestalt. I ships not being upgraded. hasn't changed at all. Whatever the tick that does the majority of the game calculations causes a hiccup. 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. I have played Stellaris a bit now and i have never encountered any serious late game lag. Late game stellaris is a chaotic place, full of lag. You would probably need a NASA Supercomputer to not get late game lag. In late game the time advancement may slow down a bit sometimes, but not the fps. . Good shield and armor. 3. Subscribe to downloadAI Game Performance Optimisation Fix 3. Hello! I have a pretty decent 10800 system, and haven't played for 1. Memory Leak? In my latest game everything slowed down to a crawl about 120 years in. /topic I have a decent PC, a 3. Although it's caused by pop numbers, I've found that disabling the Steam overlay helps significantly. Planetary Diversity. ) but get over yourself PDX. (And late game Stellaris, with lots of pops, has tons of calculations per tick) To alleviate this, CPUs also have a cache1 which is like having a small amount of really fast RAM on the chip itself. There's no end-game situation which causes the game to naturally resolve into a conclusion in someone's favor. Civics Expanded+. By reducing the quantity of habitable worlds we reduce naval capacity and pops for all empires so there is much less CPU loading. It's that the entire economy is broken atm. If you have struggled through the pain, you will know this all to well. It gives a bunch of options that can reduce lag, but some of them might alter your experience. I can't reproduce this with other games, including CK2 or EU IV. There are many options in the stellaris game details screen that can reduce lag, since its most of the lag comes from the galaxy population and number of visible ships. Like, they knew that pops caused late game lag before they did this new. 6 playthrough in the new patch, the game got catastrophically slow. It'll run fine for . Game Version: 3. The best thing to reduce the current late game lag in 2. Stellaris is discrete in nature, as any software is, and it has to try to represent our continuous time in the best possible way. The problem is at the level of mechanics and mathematics. Regardless of what we’ve tried, the two “client” players constantly lag behind the “server” player by several in-game days, causing the game to constantly stutter. Late game stellaris is a chaotic place, full of lag. 2, the maximum number of pops a planet can house was 25, and these planets were rare. Small map has helped late game lag for me. There is a bit less lag now, but this is Stellaris we are talking about, of course there is. I firmly believe playing a smaller galaxy and/or reducing habitability can help thought. Game still lags a bit when selecting multiple fleets, but now it is actually playable, where other games. it tends to happen late-game). 7 update, but when I loaded a late-game 2. Personally I just cram 18 AI and 2x pre-ftl into a medium map but I mitigate the lag by doing Necrophage or Synthetic ascension and turning other species. I'm getting sudden lag in the late game. Vicky 3 should be able to avoid this due to the way POPs are modeled. Pathfinding of ships costs a lot of performance though, even if they aren't. Best. ii. Baron Jukaga Loyalist Commander. Most of the late game lag comes from population. I have a high end gaming computer and the interface is responsive, but the fastest time setting has slowed down all the way to 1 day per 2 seconds. Its a known issue with the game, which is why there are population controls in the game settings (Logistic Growth Ceiling and Growth Required Scaling) as well as the ability to turn off the Xeno-Compatibility ascension perk (which causes even more. I got a i5 6600k ~ 4,4Ghz + 980ti. I would compare it to a scalpel approach: you excise out certain mechanics from the game to reduce the lag. The problem lies in the lack of CPU threads the engine makes use of. You can also do the following: 1. I removed Real Space plus the submods so I'm not sure which exactly causes it but if you're having crazy late game lag, maybe get rid of Real Space and see?i. 3 beta patch but it doesn't seem to play any better than the 2. Having a dozen of such fleets also makes fleet manager borderline unusable. Showing 1 - 2 of 2 comments. * I say double thread (note, a game thread =/= a CPU core or hyperthread/virtual thread, though they can be allocated to different ones in parallel, if written well - not easy for a game like stellaris with many interrupts) as there is likely some thread-locking hitting the UI sometimes, For example, bypasses can show as White or Red, depending. I find limiting the mods I use helps. 2 is about half as fast (twice as bad) as previous versions. Even though combat is basic but so is pretty much everything in Stellaris lol . Currently Im playing on a 1000 system game and Im on the year 2400. So I can't seem to get into the late game to see how bad the lag is. Turning down galaxy size helps a ton with performance. Part of the equation really is that Stellaris is pretty CPU hungry and probably always will be. So to reduce lag in existing games: Purge empires. MrHappyFeet87 • Hive Mind • 10 days ago. 25)Getting a bit tired of people stating this. The only other options are to either reduce the map size, reduce the habitable worlds, reduce hyper-lane density, or reduce the number of starting AI empires. Late game for Paradox games have always been a troublesome period of play, but in Stellaris it is especially unbearable. Best cure for late-game lag is getting yourself an M1 Mac. Hard for me to gauge though, it was never really that bad for me, noticeable but entirely bearable. that late game lag is most prominent in large galaxies. All the other games I have run at the same speed or faster, but stellaris is 10x slower. This is getting on my nervous and I'm trying to figure out what the cause is, but as things progress into the late game I get this strange lag when I'm on the galaxy map at about medium height up which lets you see a lot of systems while still showing their details. 1. A major revamp of the issues causing endgame lag has been done in the recent overhaul of patch 3. (I5 k6600@3. You'll still find wormholes to unique systems and in the very late game a sparse amount of gateways will still be possible (mostly from awakened fallen empires). Well Idk if I'm the only one who has this experience BUT most ships 50K+ stronger when clicked accumulate stuttering, by the time they're 100K+ In early late game clicking them causes astronomical lag/stuttering but quickly deselecting the lagfleet the game goes back to being smoothe af, no lag. Perhaps they try and find optimal routes more than they should? Whatever the case, it seems all but certain that gateways are the cause of the extreme late game stutters in 2. Also don't make HUGE sectors. I want to paint the map with my spawn! My seed! Well, good news! I have been making a mod that halved pop count, and has. Game slows down by late game but it's reasonable, at least with my Ryzen 5. It appears to be the amount of vacant jobs doing calculations for eligible pops that contribute a lot to the lag late game. My StellarStellaris mod can help a bit late game, but your video doesn't really show much lag so it might not help much. King Harkinian. I heard a major cause of late game lag is all the different species. Some of this will depend on your rig, but larger galaxies have a significantly higher performance impact. 1. Originally posted by mrdevin: it happends random it can happen ad the menu or ad the start of a game or even 20 mins into a game. Add a Comment. 4 All Dlc's included. Population is what causes game lag with how many calculations that run around them. When you reach mid to late game it just keeps crashing every couple years since the mega corp update. The biggest fleet I have is like 8K, and the whole galaxy still hasn't been taken, but my computer slows down so much. So it has to bear the weight of a few legacy choices I guess. Close all the outliner sections. ago. -Having your fleet simply selected definitely causes a massive late game slowdown, so refrain from that. This was done with genetic ascension and adding Fertile onto my species that has Budding. 3. There are. Reducing the number of pops in the galaxy reduces the number of calculations the game hss to run each month, whicj in turn reduces the lag. The problem becomes much worse once gateways are introduced. 4, to address the performance issue that appeared for many of you with Tuesday's 3. Is there a way to expedite the 8+ hours I'd have to wait to get my first win achievement. The problem, as I see it, is that one processor out. But even on 800 star systems (and I have a BEEFY machine) , there's something about it that causes severe mid-late game lag. It ran fine for me. The next update will reduce the pop count by about 40% so should improve the performance late game. In my test game, while in a system with a stack of all fleets, FPS goes from 9. Stellaris Stuttering p2. 7 it is the worst I have ever seen it, taking about 3-4 minutes to pass a single day in the game. Proponents of the rework pointed to the improved state of late game lag, ease of late-game population management, and elimination of Ring World spam as benefits. I played a xeno compatibility/bio ascension game just a few days ago and had over 100 worlds. finally, go through your specs, and look up for each [¨Part name¨ lag in stellaris] to see if anyone has fixes. Causing a constant slowdown instead of a spike lagg. 3 beta patch but it doesn't seem to play any better than the 2. Jump to latest Follow Reply. Other then mentioned settings a way better cpu or wait for paradox to improve better. By mid game it gets even worse - random FPS jumps every second anywhere between 40s and 120. (Getting ~24fps approaching 2400 when I recall getting ~40fps). There's plenty of hard-code processing of pops happening, other than just weight block evaluations for job suitability. . Can anybody confirm that hayperlane only games run better late game, due to lessc laculations being made? I have a good rig but tons of mods, currently I can not play more than 600 stars, without considerable slowdown in late game. Specs: i9 9900k Cpu, 2080ti gpu, 32 GB Ram, SSD. The mod gets the AI under control without affecting the gameplay of players and almost not affecting (as much as possible) the. 4. Increasing Late Game Stability. Mid-game Start Year: 2225 (to end the game before the lag from pop numbers) End-game Start Year: 2250 (to end the game before the lag from pop numbers) Hyperlane density: x1 (to speed-up travel times a bit, I'd prefer x0. If I zoom in and look at a reasonable area, my FPS will drop to 35ish. These two are great for that. ) Late-game slowdown was a big problem when the game first came out, then it seemed like it mostly got fixed for awhile, but I played a couple of games before the Overlord dlc came out and noticed that late-game slowdown was a problem again. It gets quite slow in the late game and you just need to live with it. The answer is quantity of habitable worlds. I consider myself a bit of an avid player to Stellaris, and while no where near as devout as some people here on the forum, I've considered Paradox a pretty cool company to look for interesting games since Majesty, the original. #7. Lategame lag unbearable. The most important addition is of course better optimisation, so that the endgame doesnt slow to a crawl. Since Master of Orion, I've been an advocate of playing on smaller maps. 10 and I let the game run at maximum speed for 1 real life minute without touching the mouse or keyboard. 3 patch. 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. Zane87 Sep 5, 2020 @ 4:54am. Forget late-game tech, what Stellaris needs is late-game story pack content. The lag has become particularly bad. 2x and 3x still have some micro stutters, but normal is as good as it's been for some time. Rule #5: Most end-game lag comes from pops, so I removed the lag source from other empires. 0 coins. the main reason for lag in end game is the internal ai trying to calculate too much stuff. Number of empires & star systems causes most of the lag, since more empires mean more ships that need to calculate routes between more or less star system. They release a dlc focused on soviets, but soviets are unplayable at late game (as most of other countries post war 2). That is true, just like many games stellaris is poorly coded and poorly optimized, not only it has bugs that haven't been fixed since years but it's also still missing some necessary features and the mod support is ehhhhhhhhhh. Kill them all, to free your cpu. The game doesn't look too bad even on low, honestly. Any Portrait Mod. 7 was the worst time of the game. The biggest cause of lag is too many pops so minimizing how much pops there are helps, in theory 2. This is caused by high pop counts, among other things. Selecting the fleet alone nearly causes my game to utterly freeze up and I found its literally the result of the amount of guns comboed with special things on each ship further made worse by the. Stellaris is very CPU intensive, your your experiencing issues it's likely CPU related not GPUHey so iv been into stellaris since its launch and the game stutter / lag has always bugged me. 2. Stellaris - Severe lag when selecting fleets after significant engagement. The ultimate endgame crisis and one of Stellaris biggest problems paired with lack of content (which is connected to braindead AI). How much does the number of stars effect performance?The main complaint that "habitat spamming" causes late game lag is widespread enough that the developers have acknowledged it and promised a solution. In fact DWU generally runs worse than Stellaris for the same amount of stars in a galaxy. 2. Most of us experience stutter and lag during late-game and since we have explored most of galaxy and taken all stars to ourselves there is no longer need to see stars or asteroids. 4 to see if it's fixed for me or not. After I unpause, the game lags, then my screen flashes back. Put game speed down from faster or fastest to just normal in late game mostly it runs bit smoother then. King-Kebab • Rogue Servitor • 6 yr. What PC do you have now? Stellaris is a resident sleeper when it comes to using full potential of your hardware resources. A few years ago I stopped playing because of an issue with the clausewitz engine and single processor load limitations at every date tick, which was making progression in a large galaxy impossible after a certain date - meaning that even at max speed it took forever to move forward in time from the calculation loads of all trade. Sadly this will never be fixed as mentioned until they make a Stellaris 2 and/or rework/recode the game and maybe use a better game engine that actually uses more than 1 CPU Core then and. 3 patch. #1 Razorblade May 13, 2022 @ 12:31pm There's only so much that can be done. That solves the late game slow down for high. Late game performance tips that work. 7 (b1a8) and 2. And the more pops there are the worse lag gets. Subscribe. There is the "ScanLine Sync" option to play with. As far as my system goes:I guess it makes sense considering strategy games have to deal with a lot more elements compared to the average FPS. I also hope that theyre adding more. Wheter the engine is 32 or 64 bit has little to no effect on performance of this game. Please find more details below. . I can't remember, but late game Stellaris frametimes are all over the place, so you don't want that either. 6 to 45 FPS. I imagine this may be an issue late, LATE game, but even then, considering what is going on in this game versus Stellaris. . The file started at 2356. Hopefully Paradox will require all mods to be distributed zipped at some point. Stellaris uses only one core and isn't multi-level enabled. 5. 5 and setting galaxy size to *small*. 3 update improved game performance a lot, 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. e. . Stellaris is pretty speedy in late game with no mods. Very excited for the 2. 5 years due to frustration of a terrbly slow endgame on any size larger galaxy than small. iii. If anything, a large galaxy with few habitable planets may leave AI empires struggling; they will expand endlessly and run up the “governing capacity” (I play several Paradox games, can’t remember what Stellaris calls it rn) without. As an exemple, played Mirror's Edge recently and the V-sync lag was unbearable (for me). and i can only close the game with task manager. So I'm about to try a smaller, 600 star galaxy, with less. It is not the same experience. I don't have a high end machine or a real expensive one, but choosing the right components with the right attributes is the key. 5 seconds, then lag for . e. Late-game crisis can clear out some of the POPs, Thanos style, but it's a game of patience at this point and it's not fun. Intended to counter late game lag by reducing the total number of pops in the game, the rework imposes a penalty on new pop growth which increases based on total pops in the empire. The problem was improved somewhat in the current patch, and the new beta, whenever it launches, should help even more. if you play on large, swap to medium or small] I recommend mods that allow you to do more with less pops. Thinking something causes bug somewhere that makes this happen as previously was different kind of lag then I encountered now. A lot of people are voicing their dislike of the slow pop growth in the lategame, although that was the intended design in order to reduce lag and micromanagement. Solution? overclock the monitor to 75Hz and limit the fps on. Jobs are what cause lags, not pops per se, as it all comes to number of calculations. Turning Gateways/wormholes down or off can help, per what evilgenius said. This it used to be the case. With gestalt owning the whole galaxy, and having 4 races i can have over 13k. Those last 3 are the most important settings. All of those bypasses cause such havoc during big wars with all or the calcs to determine fleet pathing. The main culprit for lag in stellaris is pops, you can fix this by reducing planets to 0. To this end, I'd like to make a Stellaris save file that is really laggy and measure the performance improvement. , there is a bug in the current version which causes several second freezes during AI colonial wars, but a mild version of that bug could manifest itself as more of a lag on fast systems). I'm upgrading my PC and want to benchmark how much it improves Stellaris performance, especially in the late game. Monthly lag. You'll still find wormholes to unique systems and in the very late game a sparse amount of gateways will still be possible (mostly from awakened fallen empires). Selecting main battle formation (mapped to group three) causes severe lag when scrolling the unit selection window, map, and otherwise controlling the game with them selected. Late game lag is associated with the calculations of population attributes and I have noticed some lag rates associated with mercenary fleet reinforcements. I also play on low graphics 1080p as I don't have a dedicated GPU, bloom off, and cap framerate at 30 as it just can't maintain 60fps. But its a pop thing even though lately its a lot better. Compressing the merged mods will also dramatically reduce load time. The L gate lag is meant to be fixed in the latest beta which you can opt into via steam (right click stellaris in your library and select properties). 5 seconds and lag again for . So given that there seems to be a engine issue that leads to late game lag does anyone have any tips for getting the late game at least playable?And since this is the case, it likely means they are the cause. ) Dormant Gates should be dropped to 0 2. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Stellaris is not a static game; it is ever-evolving, and every DLC release adds more complexity. 25) Abandoned Gateways: x1 (to speed-up travel times a bit, I'd prefer x0. 1 AngrySayian • 1 yr. 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. Mid-to-Late game - I can't even play wih Normal speed. Performance slowdown It would not be THAT bad should a game month be at least somehow comparable with early game performance. Struggling with late game. As for the mechanism of the problem in my game, that was easy to see: Whenever the Planet Screen was open, FPS (of the whole game, not just the Planet Screen) dropped to a very low value (as could be seen by the slowed-down blinking of the game's Pause indicator), and Windows Task Manager reported constant 100% utilization (i. disable guaranteed habitable worlds, for the same reasons as above. This supports the theory that it is Vacant jobs and not Pops in general that is causing the majority of the crippling. I found the Yuht precursor relic that gives colony ships +1 pop. (My post keeps getting flagged as spam/inappropriate, hence short message) HWMonitor is after 20 minutes of gameplay at fastest speed. Being a beta there are some issues, but performance is WAY better than anything between 2. We also just started the save so the problem is not connected to it being late game or anything and I never had the game run this slowly, not even in my lategames with. 1. Game still lags a bit when selecting multiple fleets, but now it is actually playable, where other games. This provides a big improvement performance to game load times due to how PhysFS (a library the game uses) loads files, it also helps with in game performance but load times are the big part. So POP count keeps going up and up. My Ryzen 2700X is barely at 60-70% on main core, and the remaining 7-cores are sleeping at around 30%. Close all of the menu tabs if you aren’t actively using them. That's why there's late-game lag. My game lags to single digit fps and has multiple second input lag when selecting large fleets. Is anyone getting same freezes on 3. The hyperlane is the only area in which you can cheat the laws of physics and travel faster than light. ago. 0 to now) I started a new game, but noticed that every in game "day" that goes by, I get a micro lag or stutter, (It's like I have 10fps when I'm playing at 200 with vsync disabled) This is really annoying as you can imagine, and I wouldn't want to see how this looks after the 200 year mark lol. Measures to reduce the lag can be to turn off xeno compatibility which will reduce the variety of. Stellaris: "we are aware of the problems population can cause to late game" Modders: "so anyway, here is a planet with infinite population" Reply. This is shown with the 00 performance mod, which is often recommended. I've heard Xeno-Compatibility causes huge amounts of lag because it makes the amount or species balloon to a huge degree, and Pop actions are determined by species, not empireHave a trade/piracy/convoy screen. I'm fairly sure some of the pieces in your PC didn't even exist when Stellaris was launched, this game (HoI4 late game as well, and CK3 late game) has one of the worst optimizations in the world. Not even Stellaris or eu4 lags like that fully modded. Very excited for the 2. aka dont touch the mice. The primary factor in late-game lag is the total number of pops and the number of different species and sub-species in the galaxy that the game has to run calculations for each month. Late game lag aside, this is a separate issue that happens right from the beginning. Fubarp • 2 yr. This allows Stellaris to still simulate the growth of resources of late game empires, but allows the system to reduce the calculations required when each empire has over 1000+ Downsides The biggest downside is variety - if not adjusted or limited, colonies could end up being limited in number of different pops. Normal difficulty, because otherwise the AI gets bonuses that allow them to create bigger fleets (and therefore, bigger lag) much faster. And are they big blobs? Sector AIs are known to cause lag mid to late game. Friggin_Grease • 1 yr. Game is paused during demo, outliner sections are collapsed and outliner update rate is decreased. The objective behind the changes introduced in the 3. Also, the game needa optimization, it's pretty buggy as of now. Reply reply Home; Popular; TOPICS. My most recent playthrough has more or less stopped functioning. Having a dozen of such fleets also makes fleet manager borderline unusable. Tried both vanilla and modded versions - issue persists in both versions. This fix works on any galaxy size and any map settings. Yeah, it does. ago. As populations baloon this obviously becomes a problem. The further into a save you get you will start to experience something known as late game lag. 4 test branch fixes the worst of the stutter. 6. You'll still find wormholes to unique systems and in the very late game a sparse amount of gateways will still be possible (mostly from awakened fallen empires). Reduce galaxy size - smaller galaxy, less room for pops Reduce number of AI empires - less people making peopleHey everyone, so anybody who's played a game a bit longer will surely have noticed that on larger maps the game slows down to a crawl, due to most of the. Tl;dr - fewer POPs additive over time in Vicky 3. 1. I love Stellaris, it's one of the best space 4X games I've ever played but since the Megacorps update the end game has become unplayable for a large portion of the player base. No matter how many cores you had, you would get the same performance (assuming equal CPU clock speed but different CPU core count) SImilarly, limitations. Bought Leviathans and Utopia, booted the game up on my desktop after having put it down for a long time, and right from the start the game will drop frames every minute. Every 4x game lags end game. Late game lag. It appears that significant performance drop when selecting fleets is, in part, caused by them being not full and game trying to trace reinforcement shipyards. The biggest remaining late game Performance killer is caused by free jobs. In general performance slows down a good bit after 2375, so if you stick with default, you may never actually see endgame because you quit after it slows down. 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. , an. The freezes get longer until every freeze there the program doesnt even respond in time for. Some of the causes of fleet selection lag, and how to deal with them. Its not about planets. ago. 3 versions and 2. I can't say it enough, reducing pathing is the most important factor in reducing late game lag. But Late game it could be up to 5 or even 10 tims longer. Even if I change the display to windowed, it freezes so badly, it produces two windows. Pathfinding of ships costs a lot of performance though, even if they aren't. The amount of ships seems to be irrelevant, only the fleet power number contributes to the lag. I know for a fact its because a ♥♥♥♥♥♥♥♥ of loops try to execute at the same time because the game literally pulses with lag, and it still does it when you put the game on slow. 7 it is the worst I have ever seen it, taking about 3-4 minutes to pass a single day in the game. Maybe not late game lag, but a feature to extend endgame time Lel. This happens especially during the late game, when he doesn’t care so much about resource costs and it’s causing massive lag in an empire with hundreds or thousands of free jobs in total - all working against the engine. The game is basically done, crisis handled, wars over, winning by 20k victory points. That's just how the game works, PDX tried to work around it by significantly reducing pop count but it only does so much. Again, this is mostly regardless of game settings, humans actually do mostly intelligent things with their time and resources. This is the first and foremost reason for lag, because AI loves to interbreed, and you get 28 flavours of Neo-meta-new-trans-ascended Human 2. 7 it is the worst I have ever seen it, taking about 3-4 minutes to pass a single day in the game. I copied over the wormhole travel restrictions to the l-gate one. The calculation uses multiplication whenever it's possible. 1 - As we all know - Endgame lag, the game checks every pop, every day for anything. this is the main reason i play hive minds or purifiers because the other empires cant cause lag when there are none of them left. . When I moved game to SSD they disappeared. Pulling all pop data including all traits. So the gameplay loop would be: Play game normallyReleased 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. Download a mod that makes your graphics look like a 3 year old drew it. OddballAdvent • 7 min. Apparently, the problem is caused by trade collection and trade protection being calculated every day instead of something more sensible like monthly (if you hover over the window displaying your trade routes, you can see the numbers changing daily). Stellaris: Bug Reports. I just thought the Xbox series x would be able to take on a lot more. Your.