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What do you think the limits of the simulation will be at the end of the day? Can it be multi- threaded effectively? Thanks for taking the time to respond and engage with us.

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The major issue is how granular the simulation is. There's only so much optimizing that can be done with hundreds of people pathing around cities. If you look at Dwarf Fortress the same problem eventually kills fortress performance.

Multithreading is... problematic. The simulation already occurs on a separate thread from the UI, which is why the frame-rate stays high even when turns take upwards of 100 ms. It causes crashes from time to time, multithreading the simulation would only make things more difficult.

I'm toying with a plan to radically change the simulation, making Bronze Age more like Sim City meets Civilization than Dwarf Fortress. I'm still unsure on it. It would mean about a month or more of rework, most art assets redone, and possible alienation of players who like the more Dwarf Fortress style. On the other hand, losing the baggage of the granular simulation would streamline a lot of neat future features.