Board Thread:Bug Reports/@comment-27516710-20160821232722/@comment-27516710-20160824132207

So I decided to go digging around and created a custom map of ME that would eliminate the possibility of road generation and the wall around Pelennor Field. What happened as a result is mostly playable game play - some occassional lag that seemed to mostly occur when the large towns had to alter the terrain. Overall the best game play. This version I used had no mountain generating at MT, no wall, no roads. Only the terrain generation for Pelennor Field and the usual towns, villages, and fortresses. The observation I came across is clear: there's simply too much being generated in this area for it to be playable with the published version. The creation of the wall alone is miserable. Also as you can see from this map the spawning of towns is far too aggressive. Since the code obviously creates them in a grid and tries to avoid lakes and roads and since the settlements occur with centers based on (X/8,Z/8) perhaps the centers could be increased to (x/16,Z/16 or X/64,Z/64 which is how the waypoints work) - it would still create a grid pattern but would result in 75% fewer towns having to be created and planned out for chunks that haven't loaded yet. Having fewer would not diminish the enjoyment or game play; it would enhance it since lag would be reduced.