The main contributing factor to turn lag is the AI and its constant changing of task assignments, the scanning of every sector available within a ship's range, and yes.. map size larger makes it worse. But I have been able to cut down significantly the turn times from earlier versions of GALM to something a bit more manageable by simply reducing the ships ranges across the board. High turn games will always suffer from turn lag until AI tasks can be cleaned up a little to get rid of the stuff that's causing the slowdowns. I have had very large map games go for a while (almost 100 turns) without much slowdown, but as soon as 2 majors meet it starts to slow down exponentially.
thunderchero wrote: ↑Fri Oct 20, 2023 3:45 pmyour value would only be good if other variables are exact same
The only values that matter for spiral that I have seen are:
Major
Minor
Arm Width
Inner Arc
Middle Arc
Outer Arc
Axes: These appear to calculate the galaxy in a spiralized shape (duhhh) but what I mean by that is by increasing the values it actually grows the galaxy - but not as one would expect - the galaxy rotates as it is grown. Both values have great effect on minor race count. Too low numbers and you have too few minors. Too high numbers and your galaxy is elliptical not spiral. Having one higher and one lower seems to have the nicest effect with regards to shape. The first value seems to have a better effect on minor race count (higher) but also causes a larger galaxy that sometimes "hangs off" the screen.
Arm width does just that, adjust the width of all arms.
Arm arc multipliers: Also rotate as they are adjusted. Inner arc seems to not matter, Ive set it to 0 without much of an effect on the galaxy shape. As the middle and outer arcs are increased they also seem to rotate in a counter clockwise direction > higher numbers spread the arms out from the core more but also have rotational effect.