That’s literally what the game already does. But it can’t have all the effects you believe it should have, because there are a lot of events that can change a modifier that would require a recalculation.
Also marking thing as “should_update” (like you called it here) the way you describe it would cause terrible performance issues. You can’t mark large amount of pops for an employment update, because employment calculations are some of the more expensive ones to do, and doing it for large amounts of individual pops at a time would cause severe lag spikes.
When the community researched the issue back in 21 it definitely seemed like there wasn’t any optimization because the monthly load was consistent and the major slowdowns appeared around pop job computing.
We may have been wrong because we were using profilers and decomps, which can lead to bad assumptions, but that’s what we saw.
The community “research” surrounding Pdx games is notoriously terrible. At best you find someone who knows how to do an experiment properly, which might identify the area of the slowdowns, but rarely if ever is the cause found. Pop job computing was always one of the slowest things, but pathfinding and AI impacts things considerably as well.
Personally, unless the info is coming from a dev diary I’d take it with a massive grain of salt. Just look at the amount of people claiming these games “aren’t multithreaded” for example, when they have been since at least CK2 (and I think even before then) or the amount of people going “it’s because the engine is old” which doesn’t make much sense either if most of the issues are in the game logic and not the engine.
That’s literally what the game already does. But it can’t have all the effects you believe it should have, because there are a lot of events that can change a modifier that would require a recalculation.
Also marking thing as “should_update” (like you called it here) the way you describe it would cause terrible performance issues. You can’t mark large amount of pops for an employment update, because employment calculations are some of the more expensive ones to do, and doing it for large amounts of individual pops at a time would cause severe lag spikes.
Oh they finally added that? Nice. The community has been asking for event driven since 2019 so it’s nice to know they added it. I’m gonna reinstall
That was always in there, but the degree of optimization varied of course.
When the community researched the issue back in 21 it definitely seemed like there wasn’t any optimization because the monthly load was consistent and the major slowdowns appeared around pop job computing.
We may have been wrong because we were using profilers and decomps, which can lead to bad assumptions, but that’s what we saw.
The community “research” surrounding Pdx games is notoriously terrible. At best you find someone who knows how to do an experiment properly, which might identify the area of the slowdowns, but rarely if ever is the cause found. Pop job computing was always one of the slowest things, but pathfinding and AI impacts things considerably as well.
Personally, unless the info is coming from a dev diary I’d take it with a massive grain of salt. Just look at the amount of people claiming these games “aren’t multithreaded” for example, when they have been since at least CK2 (and I think even before then) or the amount of people going “it’s because the engine is old” which doesn’t make much sense either if most of the issues are in the game logic and not the engine.