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Editing Maximizing framerate
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====World Generation==== | ====World Generation==== | ||
− | * Larger worlds require more background processing to update. The larger the civilizations, the more events occur in the world and the more complex they are. Generating too-large civilized populations can result in a permanent, unavoidable FPS drop | + | * Larger worlds require more background processing to update. The larger the civilizations, the more events occur in the world and the more complex they are. Generating too-large civilized populations can result in a permanent, unavoidable FPS drop. |
* Longer histories require more memory and storage space for [[historical figure]]s and events. | * Longer histories require more memory and storage space for [[historical figure]]s and events. | ||
* Reducing the number of civilizations, sites, beasts, and setting world population cap can limit the resources spent updating the rest of the world. | * Reducing the number of civilizations, sites, beasts, and setting world population cap can limit the resources spent updating the rest of the world. |