" I just do my turns when i can. I guess because i dont play any game 24/7 i rarely last a couple of years anyway. So carry on add another thousand turns if you like."
thats the spirit! its about strategy, development!
however, a lot of players are used to this kind of games that give them a fast experience of success and i claim, some of the most destructive comments come from players who need or are distinctively eager for this emotion of success.
who does it frequently, just playing hours and hours, will be angry with this kind of game, what is not about design or bugs, but about TURNS.
(if you want to feel slow games, remember Talonsoft campaign series, turnbased, whole Army Corps calculated on base of each platoon, battery of group of vehicles... 30 minutes and more, sometimes over 30 turns.)
I run PON on a 8 years old machine,but with plenty of cache and virtual RAM on the HDD.
CPU is not at 100%.
so what i do? running PON as a background job. 3-5 minutes between turns. sometimes only 1 o 2 turns an hour. sometimes about a year of gametime a day. never saw this mysterious 10 minutes and more, not even in the 1870s with the "vanilla" 1.01.
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here the problems, why people want different start dates:
you pick up countries which need unification,needs time, no fast success.
you pick up a "retarded" country. needs time, no fast success.
resource shortage for too quick building operations. no fast success.
limited buildings, limited military, limited colonial option, limited diplomacy... all makes sense, but lacks experience of success.
i played 15 years with the "vanilla" patch OSCAR despite all my anger about the economic system.
1857 out of buildings
1859 out of colonial actions
whoever claims that would be too fast to turn everything to US american MC, forget it, problems are huge independent of the fact whether it is protectorate or territory.
as long tribal rebels can seize a city and destroy everything while leaving of being annihilated, as long you have to count with them, despite they have not "national" ground.
1861 70% success of fleet mission, no success of cotton mission (did not invest, no buyers, nor shops, sunkcosts only),
50% success of merchants mission (build them as soon as possible, but with the wrong president, you have malus on units total number and thus a bottleneck)
American Civil War, not able to sustain supply for all of your units (artillery, cavalry and marine brigades before the ACW plus scripted Units and rushed corps after few months)...
bad luck? and a strategical problem!
1850s no coal, but cannot sustain production as US with imports of steel for more than 8 months. annoying, but i have a reserve of 1200 units coal, 900 wood, ACW givesme new structures and i gain over 25% efficiency in th early 1860s... STRATEGY but no fast success...
people just dont differ between scenario and campaign any longer
