Commander Bello
Say No 2 Net Validations
The main problem will be the coding. Civ3 (up to and including C3C) was very poorly programmed.
And when I say "programmed", I mean "programmed". Ever tried to link a set of let's say 3 road tiles to an existing network of roads? This easily lasts for a minute on a huge map with many nations, although there is almost no new information to compute.
This is just a matter of the programming style, not on machine power.
And, btw, it pays off not to buy the "spearhead machine", but one generation below - you get this one for small money and it will still serve you for years.
So, don't aim at the PIV 4.0 GHz 800 MB FSB and whatever, but get a reasonable good machine somewhere in the 3.x (low x!) GHz area with a sufficient but good graphics card. (at least, if you make Civ4 the requirement)
After all, it will still be a TBS with "almost" nothing to calculate during your turns. And between turns, it again is a matter of programming - by poor programming, they could make any machine looking old, even "Deep Blue".
And when I say "programmed", I mean "programmed". Ever tried to link a set of let's say 3 road tiles to an existing network of roads? This easily lasts for a minute on a huge map with many nations, although there is almost no new information to compute.
This is just a matter of the programming style, not on machine power.
And, btw, it pays off not to buy the "spearhead machine", but one generation below - you get this one for small money and it will still serve you for years.
So, don't aim at the PIV 4.0 GHz 800 MB FSB and whatever, but get a reasonable good machine somewhere in the 3.x (low x!) GHz area with a sufficient but good graphics card. (at least, if you make Civ4 the requirement)
After all, it will still be a TBS with "almost" nothing to calculate during your turns. And between turns, it again is a matter of programming - by poor programming, they could make any machine looking old, even "Deep Blue".