What is better improve the performance to play civ?

I run BTS Huge Maps + 18 civs just fine w/ 2 Gigs of Ram and a 256Meg Nvidia 7600GT
Prior to that, was playing Normal/Large maps in Civ & Warlords with 1 Gig of Ram and a 128MB ATI Radeo 9800 Pro.

I imagine the 36 or 40+ Civ and larger than Huge maps, might need more resources than I could throw at it. But I don't have much interest in that scope of the game atm.

If I take a gander at my Task Manager, BTS is using 650MB of System Memory.
The problem sometimes arises when I try and reload a save (while already in game) will get memory exceptions. Likely it briefly is using 650+ MB of ram, then trying to load the save into memory before fully releasing that 650, so my system crops up memory exception.
If I just exit out of the game, restart BTS and reload the save in question all is fine.

Guess I've rambled a bit ;-)

I think the answer is probably 2Gigs of ram, if you like the larger maps.
You likely wouldn't see much gain with a 512MB vid card.
Also when I researched Graphic Cards last year, the performance increase between 256 and 512 was very slight, ~10% or so.
 
L2 cache and ghz makes calculation go by faster. You know in the dark somewhere yonder 100 units are doing battle and civs are makin deals buying new units xchangin with civs , droppin civics ets

This all takes high ghz and L2 cache to flow smoothly.
For the graphics piggy riding your back you need 2 gig ramsticks in the stack. AS the game evolves the map gets more detailed more n more lil 3d troops fill the screen along with improvements that over animate if you what I mean. Extra resources are discovered and are graphicly fluttered. You can't shut them off in CIv4 vannila so I recall.

A huge map means more waves movin the seas more trees swayin in the breeze. (this can't be turned off ether.) Add that to all the citys expanded with animated excess as time goes on. Now try scrollin the maps as this goes on with a huge map it might take long. Yuck!

You need 3.6 ghz base engine coupled with Corecell's heat cloaking for essential overclocking. Trust me 4.6 ghz opn mono makes faster civ then 3.2 dualcore when all else is the same.
A 2048mb L2cachei s required to hold off any slowdown procedure that the systems time consuming, lag inducing virtual memory call triggers.

Also you need 64 bit support to go higher then 2 gigs of ram for extra huge maps and 20+ civs that take up large spaces of data in the game.


Solution
"the last Pentium 4 Code name: Cedermill 2006l
- 3.6ghz with heat sheild "corecell' for 6ghz and up
- 2048 L2 cache
- 1 OF 2 64 bit supported P4's to put out 3.5-4 gig of ram via VISTA!
- Monocore/conroe 64nm chipset most advanced monocore in the history of mankind lol, designed to utilize mono derived software like civ4, which was made many years ago and was attached to principles of best mono utilization.
- 512 g card with 1000mhz engine


THis is the best rig for civving but good luck gettin one. SOld out on most net venues, its like the shelby mustang of Civ designed PC's lol
 
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