I don't understand this.
Why would the simple number of civs have to break the game? Sure, RAM is in principle a hard limit, but with multi-threading and view ports C2C broke through that barrier far enough to allow more than 50 civs from my experience. So what else? What is it we don't understand? Longer turn times? A hassle, but for the patient one who doesn't mind simultaneously reading a book and playing the game or something of the sort not necessarily a game breaker.
Though in this very sub forum it once was said that the limit of 65 civs or something like that was hard coded into the game somehow. So this actually may be the final barrier.
@Terxpahseyton,
At SVN version 7106 there were 59 Custom Civs in C2C, with 46 Custom Leader heads.
As has been explained before with each new Civ there is a Graphic load. This Graphic load is what eats the bulk of your Ram, both on board and video. BtS vanilla did not come out of the box with 56 Civs now did it? No it did not. Civ IV came with 18 Civs! BtS upped to 28. C2C as I stated has 59 and growing!
When you start a new game in the set up options The 1st line is for your Civ you want to play. Then for the map size there are X number of AI suggested for the Map. If you leave even 1 of those AI at Random the WHOLE set of Civs Must be loaded. So for C2C it loads 59 Civs that have ALL had custom art work added--massive Graphics loading!
BtS uses Civ IV engine, a 32 bit engine with preset limits. Vanilla BtS would run with 1gb of ram on a standard map IF you didn't add every Civ in the game to that map. Soon if you played the Mods included or FFH you needed 2GB of ram to run on a Huge Map. Soon the need for the 3GB Switch came to be needed to Play Mods like Rise of Mankind after v2.0. Why? More techs, units, buildings AND more Custom Civs. Zappara or Kalimakus(sp) (I forget which, they both worked on it) made a Mega Civ Pack for RoM but after 1 version cycle he/they had to stop supporting it. It was causing MAFs/ CTDs.
The Graphical overhead of C2C is like a Mushroom cloud. Until it gets reworked or reduced these reports of MAFs will continue even if you have an i7 16GB comp with 8GB of vid ram. The Civ IV/BtS engine can not handle the Graphic Load.
1 solution to start the trimming process is to make every Civ use the same units. No Special units (UU) or Buildings (UB) per civ. They All must use the same if you want 59 Civs loaded. OR you reduce the CCs (Custom Civs) in the MOD back down near the original 28 Civs.
Now lets add in 1 more factor, Map sizes. BtS had Huge introduced in it. But Modders have since added Giant, Gigantic to the list. C2C added Immense and Enormous which Had to be removed. Just the Graphic load of these bigger maps is taking it's toll in ram usage.
C2C is all about pushing the Limits of BtS. Impo it's run head long into the Graphical barrier, even with Koshlings Amazing work on Graphics load in game, with his viewport addition and then his Graphical paging addition. But even he warned the other C2C modders about going overboard on adding new things in all the time that required more Graphics. The warning wasn't heeded very well if at all, even by C2C's maker, who makes the custom civs.
Do you now have a somewhat better understanding of "Why would the simple number of civs have to break the game?"?
EDIT: 1 more point for clarity. Even when You the player Pick your Civ, the game Must have All Civs available (therefore Loaded) for You to choose from.
JosEPh