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. 3. They release a dlc focused on soviets, but soviets are unplayable at late game (as most of other countries post war 2). The solution was to add a game setting to prevent being able to take it. Lol its like Moo all over again. . I've played several 4X games before and they just skip past this issue by dialing back the scale so that it doesn't matter, by making everyone play hyperlane so that some semblence of strategy can be maintained, and/or by making every tool in the toolkit. Unfortunately Stellaris is one of those games that kinda require a beefy rig to run past a certain date :/. Wheter the engine is 32 or 64 bit has little to no effect on performance of this game. A major task for the late game is to prepare for the end-game crisis. In late game with large modded stacks rendering individual ships themselves generates a lot of both frame time and render time. When the open beta branch goes live, you can opt-in to the beta by right-clicking Stellaris, click Properties, Beta tab, and choose “Stellaris_test” from the drop. Obviously this can cause extreme late game lag, especially in mods that can create habitable planets. The amount of ships seems to be irrelevant, only the fleet power number contributes to the lag. Stellaris is going to lag no matter what your hardware is. The Problem isn't the tick lenght, it's the LAG! #2. finally, go through your specs, and look up for each [¨Part name¨ lag in stellaris] to see if anyone has fixes. Premium Powerups Explore Gaming. Stellaris is discrete in nature, as any software is, and it has to try to represent our continuous time in the best possible way. #5. g. With gestalt owning the whole galaxy, and having 4 races i can have over 13k. So,. I recently got into late game the entire galaxy was revealed and even on normal speed i am getting 30 FPS or worse and in battles it goes down hill from here i have to go to speed slow or slowest and still get really bad FPS i have a i5 and 770. 3 UI scaling and i can't use mods in ironman mode. #3. 2. Edit: i hope the 2x crisis strength will shake things up, im getting the feeling that delaying mid and late game made things too easy. Go to Stellaris r/Stellaris • by GlompSpark. Either I am extremely lucky (extremely unlikely) and the vanilla game actually is crashing often late game or OP is running mods that can't handle late game too well. It's the thousands of ships all over the galaxy, each having data about it being updated 24 times a day. 9. The problem, as I see it, is that one processor out. I already had the standard Stellaris late-game lag, but under 2. 2. Those last 3 are the most important settings. it's. I managed to reduce lag by reducing the number of *habitable planets* and *primitives* to x0. I don't have any good ideas, but there are a few things you could try which might have an impact:Last edited by Malaficus Shaikan ; Aug 25, 2018 @ 6:53am. Got to mid late game, (before crisis or titans) in a medium galaxy, tried to have a war on another civ, but the game lagged to an unplayable state. 4 test branch fixes the worst of the stutter. When i restarted my PC and loaded a save speed went back to fast again. The mod gets the AI under control without affecting the gameplay of players and almost not affecting (as much as possible) the. 4 All Dlc's included. King-Kebab • Rogue Servitor • 6 yr. This last game was played in the 2. Hello! I have a pretty decent 10800 system, and haven't played for 1. This appears to focus on lag regardless of save-game length and on the graphical aspect, but OP specifically wants to know about late-game performance that is restricted by CPU, not by the GPU. 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. If the game is nearly unplayable for you a short way in then your particular issue is not related to the late game lag. Because by the time 2400 arrives, fastest speed in late game is the same as normal speed in early game. They release a dlc focused on soviets, but soviets are unplayable at late game (as most of other countries post war 2). NoDMoD Oct 19, 2021 @ 3:50am. All of the content is packed into the survey-expand stage of the game, and once you're out of that, nothing. 6. One way of solution was playing conqueror, and use a mod, that disables core sector limit. Hopefully Paradox will require all mods to be distributed zipped at some point. #16. With these changes alone I managed to get +30 fps even with a heavly modded game in late game. Best cure for late-game lag is getting yourself an M1 Mac. 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. Hearts of iron is shameful at current state. 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. it tends to happen late-game). Mods can cause lag. the fastest supercomputer on the planet could not run this game smoothly. The Factorio dev team is amazing. #7. Thinking something causes bug somewhere that makes this happen as previously was different kind of lag then I encountered now. My most recent playthrough has more or less stopped functioning. I already had the standard Stellaris late-game lag, but under 2. I did a quick test, essentially making pops need 1/10th the progress to grow and found that it actually improved my performance substantially. 0. i5 12600k CPU/3070 GPU/32GB DDR4 RAM/Normal M. What usually causes me to end a game is the cripplingly bad lag that tends to set in in late game which makes playing more of a chore than a fun game #14. This is caused by high pop counts, among other things. So basically, in order to speed up the game, lower them number of pops, get a better CPU, or both. Ethics and Civics Classic. These two are great for that. The planet's AI will assign enforcers to lower crime, reassign them to other jobs when crime goes down the next day, reassign police when crime goes up the next day, and so on and so forth. They put in an option in the pre game settings to just disable that perk. Originally posted by Bob Vanus: It's not graphics, the games multicore support is just shoddy. So anything you can do to limit that will improve late-game performance. , and factions the galaxy got the better performance gets. 7 it is the worst I have ever seen it, taking about 3-4 minutes to pass a single day in the game. Measures to reduce the lag can be to turn off xeno compatibility which will reduce the variety of pops in the galaxy which in turn cause lag due to the extra calculation done by the engine. This also makes housing buildings and clerks a little more important/powerful, too, in my experience. ) but get over yourself PDX. No Advanced Starts, the same problem as with the difficulty settings. 6. Game still lags a bit when selecting multiple fleets, but now it is actually playable, where other games. 2. The overlay might have an FPS limiter. 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). So POP count keeps going up and up. -Having your fleet simply selected definitely causes a massive late game slowdown, so refrain from that. You would probably need a NASA Supercomputer to not get late game lag. it's a coding problem. 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). This means bigger fleets and higher population, which ultimately makes the lag problem worse. more specifically late game stuttering or simulation speed slowdown, even with large 1000 star galaxies with x1. But Late game it could be up to 5 or even 10 tims longer. Having a dozen of such fleets also makes fleet manager borderline unusable. The best way to fix end-game lag is to not buy DLC. 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. Close all the outliner sections. Agreed. Being a beta there are some issues, but performance is WAY better than anything between 2. As it stands, I absolutely love this game - especially with mods to help round out or add to aspects of it. literally. •. I just want to play the endgame crisis. The control panel pops up soon as the game loads, do NOT close it because many settings can only be changed right at game start. Is there a way to expedite the 8+ hours I'd have to wait to get my first win achievement. But that specific fleet out of all of my fleets is the one that causes my game to lag if I click it, so I just deleted it. A bit late here OP but to be perfectly honest, you've got way too many mods going on there! Some of the mods overlap, some cause lag regardless and some are incompatible. Infinity's late game performance mod introduced many tweaks in the game. These are also important for improving late game performance by slowing pop growth. Stellaris will delete the commands everytime you exit and you must put the commands in the console when starting Stellaris. I can't remember, but late game Stellaris frametimes are all over the place, so you don't want that either. Late game lag. The mod was written long before Stellaris was rewritten to be mod-friendly, so it overwrites game files which causes issues with other mods too. The problem becomes much worse once gateways are introduced. It's gonna depend on your comp specs of course somewhat, but yes late game is significantly better than it was. Hearts of iron is shameful at current state. There are way too many ships in this game, there should be a stepback in fleet fizes, i would argue a mid game fleet should have maybe a really expensive battle ship, about 2, 3 cruisers and maybe 20 crovettes and 10 destroyers, fleets are just ridiculous this game, consider the amount of processing required for all those projectiles, missiles. 7 it is the worst I have ever seen it, taking about 3-4 minutes to pass a single day in the game. Now I only play max 400 system maps, but even on 400 stars I get lag very late endgame both for modded and unmodded games. I really would appreciate if someone could help me to reduce the lag. They have tons of fleets and dont upgrade them and it makes the game lag. Good PC. Crazytrain334 Dec 13, 2017 @ 1:08pm. ago. Late game for Paradox games have always been a troublesome period of play, but in Stellaris it is especially unbearable. Performance is also improved proportionately. Stellaris: Bug Reports. sgagnon • 5 yr. ) Reduce the amount of habitable planets to . Performance slowdown It would not be THAT bad should a game month be at least somehow comparable with early game performance. The late game is by far the worst problem Stellaris currently has. I have to pause the game to issue fleet orders and such. 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. Then the lag reduction comes from the in game pop scaling setting. This is shown with the 00 performance mod, which is often recommended. To fix Stellaris late game there need to be goals to work towards which naturally tend to end in a resolved-game state. This explains why the 'exotic' planets which generates 1 new job for a strategy resource every 5 new pops seem to cause a lot of lag. Actually your CPU is not good enough to run this game without lag regardless of what you might think. And it's not just happening to people with older machines. Your. There's plenty of hard-code processing of pops happening, other than just weight block evaluations for job suitability. Less stars. Smooth experience. Jump to latest Follow Reply. It gets quite slow in the late game and you just need to live with it. The lag is also inconsistent between saves. Starting at the mid-game, the decrease in performance accelerates and the performance gap between versions widens dramatically. Bigger than medium is for supercomputers. I imagine this may be an issue late, LATE game, but even then, considering what is going on in this game versus Stellaris. One month in 30s also isn't a bad speed. This would be easier to calculate because its just a simple set of numbers being. Is there a way to have large maps without late game lag? I'm not too sure of how it works but I got a feeling that the number of habitable planets in the galaxy are a contributor to it. (on an old computer) Is the game still like that? Will I start blowing through days only to have 1day/second in the endgame? Any mods help this out? I appreciate any opinions and. Other then mentioned settings a way better cpu or wait for paradox to improve better. Prior to the 2. FPS increases but there is every 3 seconds something like 2 sec "freeze" Deeper into the game it gets worse and worse. Set habitable planets to the lowest. 95% of players lag, in my experience, is solved by right clicking on Stellaris in Steam, going to “properties”, and disabling “game theatre” and “steam overlay”. Late game lag. Presapients Events (at least the vial box). 6 playthrough in the new patch, the game got catastrophically slow. if you are used old saved data they always say to start out fresh as updates between patches can cause unintended problems that being said your main problem is your galaxy setup the game has a bit of an issue with the ai trying to calculate a metric fuck ton of stuff i. anyone have something simular/a fix?16GB here. Very excited for the 2. grinch12345 • 3 yr. I don't have great hardware with a I7-4790K,. 4 PATCH NOTES. Wormholes and gateways have been reported to cause lag due to complex AI pathing issues. 3 beta patch but it doesn't seem to play any better than the 2. The main culprit for lag in stellaris is pops, you can fix this by reducing planets to 0. Didn't fix the issue though because I had 43% of the galaxy's pops. Pulling population rights, and calculating if a pop can be eligible for promotion. Watch on. (i dont build them myself if i have this mod on) Also made the wars a lot cleaner not having to fight though every system with 5-6 habitats. 25) Abandoned Gateways: x1 (to speed-up travel times a bit, I'd prefer x0. Pathfinding of ships costs a lot of performance though, even if they aren't. #3. 3 beta patch but it doesn't seem to play any better than the 2. This game only supports the multiple species on a planet idea by name, the engine can't handle it. My favorite is watching fully formed citadels just spring magically to life in AI space. That being said, I can't help much. One month in 30s also isn't a bad speed. It's pops, and then ship pathfinding. hasn't changed at all. If you have a problem PM a moderator. As populations baloon this obviously becomes a problem. 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. * 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,. I start a new game on medium size galaxy, 12 empires, 2-3 fallens, etc. Description. Showing 1 - 2 of 2 comments. The hyperlane is the only area in which you can cheat the laws of physics and travel faster than light. Jan 6, 2014 1. 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 see that people make is so much further into the game, but I don't understand how they. < 1 2 > Showing 1 - 15 of 29 comments Viper217 Nov 16, 2020 @ 6:47pm It's gonna depend on your comp specs of course somewhat, but yes late game is. 2, the maximum number of pops a planet can house was 25, and these planets were rare. 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. Steps to reproduce the issue. So after taking a break from stellaris (2. , 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). ago pretty much u/lanadelreyzerblades commented the main reason for lag in end game is the internal ai trying to calculate too much stuffStellaris pop modeling was based on the idea that every pop is important, and each pop has a history -- there are still temporary effects like Recently Conquered / Recently Liberated / Grateful Refugee / etc. So it has to bear the weight of a few legacy choices I guess. 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. 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. Inside star systems, you can only travel at sublight speed. 3 patch. Logic Growth Scaling - 1In this (short) video essay I explore the final, hidden crisis in Stellaris. Rule #5: Most end-game lag comes from pops, so I removed the lag source from other empires. 2. 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. i resume the game, and within 15 days it freezes. 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). It's a nearly decade old game running on a nearly 2 decade old engine. Any thoughts?My late game in 2450 plays like fast on the fastest setting, and my processor is maxed out at that point. Mid-game, the timer starts to slow down, but by late game, even on fastest speed, the time will be a day a second max, versus five days a second on fastest. Play on smaller galaxy sizes. sm303030 Feb 23 @ 7:21am. /topic I have a decent PC, a 3. the main reason for lag in end game is the internal ai trying to calculate too much stuff. 3 versions and 2. ) 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. I also hope that theyre adding more. And are they big blobs? Sector AIs are known to cause lag mid to late game. However there appears to be an issue with 2. The main issue comes back to lag. Then, I wrote down what date the in-game calendar advanced to. 2 abcc] Noticeable UI lag/slowdown when selecting fleets consisting of a very large number of ships at the same time. The main source of end game lag is huge number of pops in galaxy requiring attention from your core, so the best way of optimizing your game is to purge half of the galaxy (I am not even joking, i have once purged 2 nations at once as fanatical purifiers and game got a speed up xD) 1. In Stellaris I only play on max size medium maps. 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. Valheim Genshin Impact Minecraft Pokimane Halo Infinite Call of Duty: Warzone Path of Exile Hollow Knight: Silksong Escape from Tarkov Watch Dogs: Legion. the more shit there is in a galaxy, the more the game can eventually lag Hi guys, I have never played a hyperlane game because I feel restricted, but with the upcoming changes I might have to get used to it. It ran fine for me. 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. I can't reproduce this with other games, including CK2 or EU IV. Best bet is to go full blown on genocide and stunt your own population growth. Maybe not late game lag, but a feature to extend endgame time Lel. the fastest supercomputer on the planet could not run this game smoothly. I believe this is what causes the lag, as in recent games I now take the time to clean the fleet manager every once in a while (it is a real hassle to delete empty "New Fleet") and this has significantly reduced the late game lag that I had. It's not the ship models being rendered that contributes to lag. I barely ever make it into the late game of Stellaris, because by that point my game is running at 1 day per 2 seconds, and sometimes 10 second freeze between months. The problem lies in the lack of CPU threads the engine makes use of. So POP count keeps going up and up. I don't know what the details are but it seems to do with having particularly large sectors causing serious lag. See, this is why you don't wait until late game. Stellaris Stuttering p2. That may just be a failure of my recall, and i hope someone else will have a good answer for you. Plain and simple, game used to run smoothly. Specs: i9 9900k Cpu, 2080ti gpu, 32 GB Ram, SSD. And those were long, meaning 1-3 secs, lags, not in late game. Hard for me to gauge though, it was never really that bad for me, noticeable but entirely bearable. level 1. I can't say it enough, reducing pathing is the most important factor in reducing late game lag. There are currently no buildings in Stellaris (except FE buildings) that produce stuff without generating jobs. Make sure xeno-compatability is turned off because it lags the game a ton. It gets quite slow in the late game and you just need to live with it. Rule 4: I'm having trouble with late game lag and want to know what causes it. Very excited for the 2. Hi all, We've now released a hotfix, 3. I've been getting this bug where mid to late-game, selecting a science ship triggers a huge lag spike which only goes away once you deselect the science ship. otherwise, no. 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. Population is what causes game lag with how many calculations that run around them. Too many pops, too many jobs, too many resources. It might be your federation fleet (s) if relevant, as they have less of a limit on fleet size. Stellaris 50348 Bug Reports 30675 Suggestions. 2 is about half as fast (twice as bad) as previous versions. it happens even if i dont do anything. So I can't seem to get into the late game to see how bad the lag is. So I removed almost every species trait from the game. the population/pop job calculation and the trade value/piracy calculation cause a lot of this lag and it doesn't scale well into late game with the population count. 2. Report. 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. 3. - play on a smaller galaxy size [i. 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. 6 playthrough in the new patch, the game got catastrophically slow. Small map size is better. Federations gave you more to do and then either that or next patch improved performance so it became much more bearable to play into late game. This last game was played in the 2. But late game lag gets to be terrible, and my system is no slacker. 5 seconds for the loop executions, then it'll run smooth for another . No slowdowns or lag so far. Did the release of the recent patches, fix the lag problems of late game, or are they still a big problem? Advertisement Coins. that is a lot of calculations it has to do. 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. 35 or 0. It really depends on the CPU, so what CPU is in the laptop? Generally speaking core speed is more important than core count but there have been changes to improve multicore usage in past patches, so the more cores the better tooAt the beginning of a game with 5x primitives, Huge galaxy and x5 habitable worlds, 10-20 AI empires before 3. I firmly believe playing a smaller galaxy and/or reducing habitability can help thought. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Piracy is the sum total of all trade, all protection value, and all escorts all across your entire empire. 3 the late game lag is hideous. Late game lag is associated with the calculations of population attributes and I have noticed some lag rates associated with mercenary fleet reinforcements. Fixing late-game lag. What you want is. And yes, it did significantly improve frames to delete their capitals. population before lagg starts. It's called Mass Genocide. Stellaris pop modeling was based on the idea that every pop is important, and each pop has a history -- there are still temporary effects like Recently Conquered / Recently Liberated / Grateful Refugee / etc. Also, the game needa optimization, it's pretty buggy as of now. that late game lag is most prominent in large galaxies. Great game, but ♥♥♥♥♥♥♥♥♥ how come they aren't stopping everything to solve it 3 years ago? There is nothing more urgent than this. The best steps for the player would be to expand the military research and development to different fronts and to have the latest tech for all the different types of weapons. Is there no real workaround? lowering habitable planets by 50% eliminated most if not all of the late game slowdown for me back in 2. The main way is if one mod is writing a ton of errors due to conflicting mod files or wrong mod load order that would cause it to slow way down. Go to Fleet Manager carefully delete dozens or hundreds of "empty" fleets you created without realizing it. The late game is by far the worst problem Stellaris currently has. The real lategame issue isn't "Too few pops", it's "Too many jobs". Have the devs fixed the late-game slowdown yet? Parmenedes Jun 10, 2022 Jump to latest Follow Reply Late-game slowdown was a big problem when the game. The game engine is designed to run on a single core, so if you wanna have good performance, you probably need good single core performance and a high frequency. Let’s address the elephant in the room before moving on with the ranking. The answer is quantity of habitable worlds. 2 - 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. The biggest cause of lag is too many pops so minimizing how much pops there are helps, in theory 2. Late game for Paradox games have always been a troublesome period of play, but in Stellaris it is especially unbearable. Though it pushes the calculation bottleneck in Stellaris out a bit, it doesn't prevent the bottleneck itself, so your late game will be just as bad as without the mod. I believe this is what causes the lag, as in recent games I now take the time to clean the fleet manager every once in a while (it is a real hassle to delete empty "New Fleet") and this has significantly reduced the late game lag that I had. Its not about planets. Even if I change the display to windowed, it freezes so badly, it produces two windows. So I'm about to try a smaller, 600 star galaxy, with less. 2. Having a dozen of such fleets also makes fleet manager borderline unusable. Hi, folks! I have a 12900k processor with liquid cooling, and even THEN I find that late game pop lag to be unacceptable, and that a setting that defaults to "on"(that is unchangeable mid game) that nerfs pop growth into the dirt after 1-2k, is completely unacceptable. As an exemple, played Mirror's Edge recently and the V-sync lag was unbearable (for me). Consider this: before 2. Pathing isn’t too expensive but there are pitfalls that cause the AI fleets to bug out and attempt to repath dozens of. The answer is simply none. Add a Comment. e. Problem iwth that is, by the end game, species because absolutely unmenagable. Sports. not talking about FPS here, thats fine, im talking about massive, appauling game engine lag. Constantly opening/closing menus will slow down the game. Even though combat is basic but so is pretty much everything in Stellaris lol . The calculation uses multiplication whenever it's possible. Building a new R5 3600 machine next week and excited to see what 1000-star games are like. Thinking something causes bug somewhere that makes this happen as previously was different kind of lag then I encountered now. As has already been said, it creates a late game where you either live. which is definitely a contributing issue to performance slowdowns in those games. I don't suggest changing pop growth stuff unless you know what you're doing. 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. Seems to get truly bad after about. Absolutely refreshing to play at early-game speeds all the time. Yeah, it does. 5GHz processor, eight gigs of RAM. Population is what causes game lag with how many calculations that run around them. Apr 19, 2021. Disabling Xeno-Compatibility is a big one. You have probably noticed that a ingame day passes much slower than it did when you first started the save. The way you fix the lag is by going to steam, right-clicking the game, selecting “properties”, and disabling “game theatre” and “steam overlay”. I ships not being upgraded. Definitely better than pre 2. it will still lag, but not quite so bad. 408K subscribers in the Stellaris community. 4, to address the performance issue that appeared for many of you with Tuesday's 3. Is there a way to fix or help with late game lag? Its completely unbearable :The end game crisis did not even started and my empire+my allies are super advanced, makes sense that the xbox is struggling with the amount of planets and stations. To this end, I'd like to make a Stellaris save file that is really laggy and measure the performance improvement. 3. Best. Fewer empires = fewer calculations. No one's CPU is. Best thing i did to combat late game lag was get a mod that wont allow AI habitats. ago. 2. Heavy use of both trading and gateway space station is also a recipe for maxing out CPU main thread's processing time. Compressing the merged mods will also dramatically reduce load time. Besides that the amount of relics, leviathans, anomalies and fallen empires will be much lower, so there will be a lot less flavour, I'd recommend More Events Mod and Dynamic Political Events if you don't use it already. Even if you play on highest difficulty possible, lategame AI is still incredibly weak.