Dire
Chieftain
is throw more ponies at the problem, aka, a faster processor and more memory.
I play on a P3-733/512m and have realized that until I throw the game onto a faster box the most I can run is a standard map.
The most obvious is of course, animations. Shut then off, this will save you some time.
The largest issue that I see as taking "time" to compute is the cultural lines. Every time you take over a city, you feel that "pause". Thats the gaming engine recomputing where all the borders are at. Well, any round that your, or some other nations cultural borders change, expand, get pushed back, what have you, that all needs to be recomputed.
This could be corrected. What Civ3 needs is the ability to shut off cultural borders and going back to Civ2 style. This would allow the game to fly.
Or (and this comes from the UNIX systems programmer part of me), they could have optimized the internal loops of the system and wrote their code not be such bloatware (tm). I have this very strong feeling that everything is written using OOP. Great for small and midscale projects, but when your system has to munch through thousands of objects your internal performace is going to suffer.
Take for example, UO Third Dawn 3d graphic client (obtw its junk) was first written using OOP. They later removed it all due to the performance hit it took.
Conclusion? More power or smaller map. There are things that you can shut off that "help", but nonetheless do not address the larger issue that .. yes .. for how great the game is .. its internals operate as efficient as a automobile with watered down gas.
I guess along these lines it would be interesting if at least Firaxis make any attempts to thread the computer movements. A dual CPU box maybe the kick that this game needs. Just a thought.
I play on a P3-733/512m and have realized that until I throw the game onto a faster box the most I can run is a standard map.
The most obvious is of course, animations. Shut then off, this will save you some time.
The largest issue that I see as taking "time" to compute is the cultural lines. Every time you take over a city, you feel that "pause". Thats the gaming engine recomputing where all the borders are at. Well, any round that your, or some other nations cultural borders change, expand, get pushed back, what have you, that all needs to be recomputed.
This could be corrected. What Civ3 needs is the ability to shut off cultural borders and going back to Civ2 style. This would allow the game to fly.
Or (and this comes from the UNIX systems programmer part of me), they could have optimized the internal loops of the system and wrote their code not be such bloatware (tm). I have this very strong feeling that everything is written using OOP. Great for small and midscale projects, but when your system has to munch through thousands of objects your internal performace is going to suffer.
Take for example, UO Third Dawn 3d graphic client (obtw its junk) was first written using OOP. They later removed it all due to the performance hit it took.
Conclusion? More power or smaller map. There are things that you can shut off that "help", but nonetheless do not address the larger issue that .. yes .. for how great the game is .. its internals operate as efficient as a automobile with watered down gas.
I guess along these lines it would be interesting if at least Firaxis make any attempts to thread the computer movements. A dual CPU box maybe the kick that this game needs. Just a thought.