If you really wanted more than 512 cities, then you'd have to atleast hope for something that does automatic micromanagement very well (like a script, maybe). Each city has a series of tasks inbetween turns:
In no particular order:
1 - Corruption algorithms (that thing is huge as it is, with distance algoritms <-- a time-consuming algorithm, usually involving recursion.).
2 - Food/Commerce/Shield calcuations (add it to the city, and civ totals, and check to see if a unit/improvement/wonder is built. It seems that when a wonder is built, it immediately goes to all other cities that were building a wonder, and checks those).
3 - culture and culture borders. (I do know that culture borders is based on the culture level of the city, civ (possibly), and when the cities were built).
4 - happiness check (probably checks for rioting, city growth, recalculates happiness, WLTKD, which readjusts corruption).
5 - Governors (the AI has to pick build queues too, and they're mostly static, which is why you always see a warrior-warrior-settler build at the start of the game).
6 - Laborer re-allocation (if a city is captured/borders change/city grows, things need to be readjusted).
And there's probably other things, too. Plus, this is just one part of the AI turns.
Even if you did have a limit of 2,048 cities, or even 64,000 cities (on a 2,048x2,048 map), it's gonna take a LONG time, even on the most decent computers.
In no particular order:
1 - Corruption algorithms (that thing is huge as it is, with distance algoritms <-- a time-consuming algorithm, usually involving recursion.).
2 - Food/Commerce/Shield calcuations (add it to the city, and civ totals, and check to see if a unit/improvement/wonder is built. It seems that when a wonder is built, it immediately goes to all other cities that were building a wonder, and checks those).
3 - culture and culture borders. (I do know that culture borders is based on the culture level of the city, civ (possibly), and when the cities were built).
4 - happiness check (probably checks for rioting, city growth, recalculates happiness, WLTKD, which readjusts corruption).
5 - Governors (the AI has to pick build queues too, and they're mostly static, which is why you always see a warrior-warrior-settler build at the start of the game).
6 - Laborer re-allocation (if a city is captured/borders change/city grows, things need to be readjusted).
And there's probably other things, too. Plus, this is just one part of the AI turns.
Even if you did have a limit of 2,048 cities, or even 64,000 cities (on a 2,048x2,048 map), it's gonna take a LONG time, even on the most decent computers.