When I played AND to the end of the tree, pre-c2c, it got to 30 minute turn times. We've done a lot to improve things but there's a lot more to do. Inefficient Unit AI is probably the number one offender and I've got about 1 thousand ways I'd like to improve on that but about no time whatsoever to mod.
Also, you cannot compare this mod to modern game standards. The laggy frame rate can largely be a matter of the panning stutter that saves some 80% of MAF crashes from taking place. We have limits as a 32 bit program that would require the whole thing to be rewritten to improve much on and believe me, we often flirt with the idea OF rewriting the whole thing as a result of how crude the 32 bit system exe limitations we must endure here. That said, the truly pro programmers who've dipped in to help now and then have ensured us that the bulk of the game would take some 3-5 years to rewrite from scratch before we could even begin to get back to where the dll picks things up. And that's if they were truly dedicated. I've decided my take on this means one would need a full game company staff, financial backing, and production planning to have any prayer of such a rewrite being more than a hopeless endeavor. Therefore, my possibly ridiculous goal now, is to become a financially free and undedicated millionaire so I can finance such a venture.
Good laugh aside (though I don't mind you achieving it, lol, and I have a rather funky feeling that a Civ4, let alone C2C, with x64 capabilities would easily become a huge hit).
The complaint is about during-the-turn stutter, but I only ever experience it after loading a huge save (for a couple seconds, then it gets better), but kinda never during a normal game.
Unless it's because I never ALLOW the game to get to "hundreds and thousands of on-screen units", dunno - but it still sounds less than an unavoidable problem.
And I'm absolutely sure that allowing unit animation not only slows the game unnecessarily (my reason), but also consumes HUGE amounts of memory on top of the general problem.
An interesting IDEA that I'm yet to ever try (but MAYBE soon) - would be to limit the amount of units to "1 per tile", and then play a huge map with all "unit producers" ON.
As in: 40 civs, Barbs, Neands, max speed - this will certainly produce TONS of units in no time.
Hmmm, an interesting (and long overdue) idea to test, lol.