Line-of-sight calculations, even after optimizations in v50.05, are the slowest part of the game by a wide margin.However, in 3D it is still a large enough area for many fortresses in normal play. Keep in mind that a 2×2 embark is only 25% of the size of a 4×4 embark.Reducing the size of your embark site from the default 4×4 squares to 3×3 or even 2×2 will have an enormous impact on FPS.Larger embark sites dramatically increase the amount of terrain which DF needs to keep track of and path through.You can generate a world without poles with a somewhat heightened temperature, or just embark somewhere which doesn't freeze over. Snow and ice melting can cause lag spikes.This generally also requires embarking in an area that isn't very close to an ocean or a mountain peak. Generating a world using a "REGION" template (instead of an "ISLAND" template which is used by "Create New World!") can significantly reduce the height of caverns and also place them closer together, resulting in fewer Z-levels.In general, the pathfinding algorithm heuristically treats distances as a chess king moving in 3D ("Chebyshev distance"), which means that it can tend to go to the right X/Y then start floodfilling dumbly through the entire Z from there until it can find a way up, at which point the whole process repeats, so having fewer cavern tiles is better and open areas are to be avoided. Similarly, one could adjust Layer Openness and Layer Passage Density in advanced world generation to make the caverns have fewer tiles to path through.However, this will restrict access to subterranean plants and creatures, and reduce the number of spawned forgotten beasts. Adjusting the cavern layer number in advanced world generation parameters can reduce the number of cavern layers (default 3).Sometimes even trading caravans will try to path out of your fort underground.
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