Zkuq said:
As far as I know, it's not really broken, it's just that it needs to simulate hundreds of thousands if not million of people and a bunch of other stuff too, although most of it probably comes from the population. The devs have optimized it a bunch, so I imagine there aren't all that many low-hanging fruits remaining for the simulation, but it could sure use some more optimization too. Still, it's perfectly playable in typically-sized cities, but if you want something larger, expect simulation slowdown unless you have enough cores. It's a fundamental challenge with the agent-driven simulation model and something other games have struggled with too. I've mentioned Farthest Frontier here in the past, and for the longest time, I think the game had challenges with larger populations - and in that game, larger populations mean hundreds or thousands, not hundreds of thousands (my understanding is that they got the situation under control after significant optimization efforts). Older SimCity games, on the other hand, didn't use agent-driven simulation, so they weren't as demanding, but I suppose that approach has its limits too. I guess it might be one of the reasons SimCity 2013 was limited to such small cities - my understanding is that it switched to agent-based simulation, so it just couldn't handle as large cities. I don't know how much that really contributed to the smaller city size, but at least superficially, it seems to make sense. |
I'll admit that "broken" may not have been the best term, but the foundations of the game are flawed. Trying to simulate the life of all the residents of your cities is too ambitious and, while it could be doable in smaller cities, trying to do that on the bigger ones is too ambitious.
| Chrkeller said: Grabbing Blue Prince, Hades II and Silent Hill F via sales. Maybe Tsushima as well. |
Excellent picks!
Please excuse my bad English.
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