Due to various friends and family enjoying the odd bit of Civ 5 I recently had the misfortune to start a large MP map with 6 human players (team 1) against 6 AI players (team 2), a bunch of city states and a large map.
In my naivete I thought it would work OK. It's not like Civ 5 has vast amounts of hot polygonal action. The reality was that it ran slower than a tortoise with cement shoes and a couple of bricks duck-taped to its back. And got worse as the game progressed (presumably the tortoise was expiring)
I thought it was my PC so I put the game into windowed mode to watch the CPU and memory use. Just for reference I'm running Win 7, an i7, 12GB of RAM, and a 2GB Radeon 9750. Not really short on resources.
I am truly in awe of an essentially turn based game that can, by default, use 50% of 4 cores, with occasional spikes using all 8 cores, for something that on the face of it, should be relatively (compared with an FPS on fully pretty) simple. My expectation was that the CPU would flat-line at 100% when the AI was "moving"; and boy was I wrong.
The only phrase I can think of that comes remotely close to my reaction is, "What were they thinking?".
As a result of my less than wonderful experience I have three questions.
- Is there anything I can do now to improve the performance of a large MP game?
- Are there any plans to fix the performance of large MP games in the future?
- Is there an explanation anywhere of just what all that CPU resource is being used for when nothing is happening?
- Is there a description of the network architecture (in terms of locking cells, token-ring-style approach) any place that might help me with 1?
OK, so as a result of an MP experience that has stretched the limits of incredulity, I have four questions (see above).



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