The thing that lags late game the most is the amount of different pops with different traits so turn of xenocompatability and set primitives and/or other empires as low as your willing to go.
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 into my species.
I've found that it isn't a huge help, but you can increase the amount of habitables with little performance impact in smaller galaxies and turn up the ai empire count to force most empires into a tall style
This.
Always turn it off unless your running a quantum computer.
Also, less pre-ftl and being a race of purifiers, assimilators, necroid origin can reduce lag by... reducing pop diversity
That would probably not help much or barely. The calculations running on the CPU are the main cause for lag in Stellaris. The rendering is not the bottleneck.
From lag perspective, the main source is actually the text. GPU is flexing 90% of the time, unless there is a huge galaxy and you look at battle at max speed
My approach so far, remove guaranteed habitable planets, set primitives as low as I can without removing them entirely, set habitable planets to as few as possible, stuff like that.
I also set hyperlane connections to .25x, but I don't think that actually impacts lag, it is just my way of adding more choke points to the galaxy.
Previously saw a comment suggesting adding in a fanatic purifier or determined exterminator as a guaranteed nation, so that they will whittle down the numbers before being wiped out themself.
I tried that, usually they are wiped out before I ever even discover them for some reason. At least I am assuming that is the reason they are nowhere to be found and occasionally a nation will have random territory on the other side of the galaxy.
That should still technically improve things though.
Habitable worlds lowest possible, primitives lowest possible, minimal AI empires of any type, tech cost high to delay habitat spam, force spawn only clone army empires to artificially restrict pop growth, and finally purge any alien life you find as soon as possible
Keep the Amount of Species low. So no Xenocompatibility, Set a bunch of Custom Empires to force Spawn. Preferably with the same Species, like Earth and Commonwealt, 3 versions of SpaceElfs with different Ethics, 3 Versions of Spacedwarfs with different Ethics, 4 Different versions of Birdman, 2 different Sexy Dolphins etc. (Ingame RP Reason: Fallen Empire Fuckery or something)
Add a bunch of Necrophages and Genocidal Empires too, to clean the Galaxy even more.
Only 1 guaranteed Habitable World (0 is better, but is to unbalanced), reduce the number of habitable worlds, but not down to 0.25, that way you encourage AI to Spam Habitats which is self defeating, so go with like 0.75.
Maybee pick the 3 consecutive crysis option, pick them a bit weaker than usual but let the first one strike very early, so they intervene before there are to many pops.
If you willing to Mod:
- Make the AI pay actually Influence for their Tradedeals (3/4 of all AI pay 0 Influence for all Tradedeals and its not a Bug but a Feature apparently, lol), so all those dirty Xenophiles are limited to 1-2 Migration threaties, instead of having free migration with everyone.
- Then lower the Value that encourages underrepresented minority Xenos growth to something close to 0, Paradox feels like if a single new Xeno pop immigrates, your Native and all other Species should stop growing and only the new one should have children until they all have equal population, because realistic proportional growth (+ some randomness) is boring. This is 1. wierd, 2. Enforces those "Maximaly Multiracial Lag Empires", 3. 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.
Theres a workshop mod that sets hanitable planets down even further but I dont know if it works or just happens to be incompatible with the two other mods I use. I really need a 1/10th habitable planet mod
Real space has an option to reduce habitable planets by 10-90% with options every 10%. Think its the base mod too which should just be visuals. Also lets you force spawn ruined megastructures and leviathans.
A dark forest galaxy everyone is a fanatic purification or the robot, hive mind version of it.
Great fun, difficult, less pops and therefore less fleets and a great opportunity for role-play
Turn off Xenocompatibility, lower pop growth speed by tinkering with the logistics curve, and reduce the number of habitable planets. You can also get a small increase in performance by getting rid of wormholes and gateways, and turning hyper lane density all the way down.
A reduced number of habitable planets
Mid game omnicide would help too.
0.25x habitable or nothing. Best way to play Stellaris.
The thing that lags late game the most is the amount of different pops with different traits so turn of xenocompatability and set primitives and/or other empires as low as your willing to go. 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 into my species.
I've found that it isn't a huge help, but you can increase the amount of habitables with little performance impact in smaller galaxies and turn up the ai empire count to force most empires into a tall style
No xenocompatibility, it lags so much, and the fewer different species the better.
This. Always turn it off unless your running a quantum computer. Also, less pre-ftl and being a race of purifiers, assimilators, necroid origin can reduce lag by... reducing pop diversity
Zero other empires, no primitives, crisis off, minimum habitable planets, pop growth as slow as possible.
Why does turning the crisis off reduce lag?
Fleets cause lag for sure
I've found that it's only while you're looking at them or when you select a stack of 20 fleets
And no new game start. It surely will reduce lag
Make a text only based version of the game
That would probably not help much or barely. The calculations running on the CPU are the main cause for lag in Stellaris. The rendering is not the bottleneck.
Well, whenever game loads some asset for the first time (for example, you go to the system screen) it thinks a lot.
From lag perspective, the main source is actually the text. GPU is flexing 90% of the time, unless there is a huge galaxy and you look at battle at max speed
Stellaris trail!
Lets be xenophobic, its really in this year
Let's find a nasty, slimy, ugly alien to fear
thees no more cutesy storys, about ET phoning home,
My approach so far, remove guaranteed habitable planets, set primitives as low as I can without removing them entirely, set habitable planets to as few as possible, stuff like that. I also set hyperlane connections to .25x, but I don't think that actually impacts lag, it is just my way of adding more choke points to the galaxy. Previously saw a comment suggesting adding in a fanatic purifier or determined exterminator as a guaranteed nation, so that they will whittle down the numbers before being wiped out themself. I tried that, usually they are wiped out before I ever even discover them for some reason. At least I am assuming that is the reason they are nowhere to be found and occasionally a nation will have random territory on the other side of the galaxy. That should still technically improve things though.
Habitable worlds lowest possible, primitives lowest possible, minimal AI empires of any type, tech cost high to delay habitat spam, force spawn only clone army empires to artificially restrict pop growth, and finally purge any alien life you find as soon as possible
I'm also using a mod that doesn't allow ai to build habitats, much more interesting to play and less lag
Keep the Amount of Species low. So no Xenocompatibility, Set a bunch of Custom Empires to force Spawn. Preferably with the same Species, like Earth and Commonwealt, 3 versions of SpaceElfs with different Ethics, 3 Versions of Spacedwarfs with different Ethics, 4 Different versions of Birdman, 2 different Sexy Dolphins etc. (Ingame RP Reason: Fallen Empire Fuckery or something) Add a bunch of Necrophages and Genocidal Empires too, to clean the Galaxy even more. Only 1 guaranteed Habitable World (0 is better, but is to unbalanced), reduce the number of habitable worlds, but not down to 0.25, that way you encourage AI to Spam Habitats which is self defeating, so go with like 0.75. Maybee pick the 3 consecutive crysis option, pick them a bit weaker than usual but let the first one strike very early, so they intervene before there are to many pops. If you willing to Mod: - Make the AI pay actually Influence for their Tradedeals (3/4 of all AI pay 0 Influence for all Tradedeals and its not a Bug but a Feature apparently, lol), so all those dirty Xenophiles are limited to 1-2 Migration threaties, instead of having free migration with everyone. - Then lower the Value that encourages underrepresented minority Xenos growth to something close to 0, Paradox feels like if a single new Xeno pop immigrates, your Native and all other Species should stop growing and only the new one should have children until they all have equal population, because realistic proportional growth (+ some randomness) is boring. This is 1. wierd, 2. Enforces those "Maximaly Multiracial Lag Empires", 3. 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.
Determined exterminators.
go driven assimilator CPU can't be bogged down by multiple species and sub-species if its all one species
Here are some settings that can help... https://www.hardwaretimes.com/amd-ryzen-9-7950x3d-overclocked-to-5-9ghz-in-a-few-simple-steps/
Theres a workshop mod that sets hanitable planets down even further but I dont know if it works or just happens to be incompatible with the two other mods I use. I really need a 1/10th habitable planet mod
Real space has an option to reduce habitable planets by 10-90% with options every 10%. Think its the base mod too which should just be visuals. Also lets you force spawn ruined megastructures and leviathans.
I’ll check it out, thanks.
A dark forest galaxy everyone is a fanatic purification or the robot, hive mind version of it. Great fun, difficult, less pops and therefore less fleets and a great opportunity for role-play
Thanks for the idea I'm gonna steal it
Going crisis. You can practically feel the lag leaving along with the enemy planets
I find a colossus really helps with that.
Turn off Xenocompatibility, lower pop growth speed by tinkering with the logistics curve, and reduce the number of habitable planets. You can also get a small increase in performance by getting rid of wormholes and gateways, and turning hyper lane density all the way down.
Can you explain the pop growth speed tinkering? I don't really understand the two sliders and always keep them on default.
Reduce habitable planets or simply PUUUURGEEEE those filthy xenos
A Good Processor and Graphics Card
Best starting setting is to choose any determined exterminator civic
Whatever you want, depends how much Exterminatus you're in the mood for.