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Civ is hella fun but it doesn't scale well - massive games become untenable due to app slowness and memory footprint.

I think this is in part due to Civ's design of each player gets all their moves consecutively, rather than in parallel. Although it would change gameplay Civ could take advantage of multi cpu by either staging decision trees based on likely actions taken by the player and other civilizations or creating multiple rounds of actions in each turn which are executed in parallel.

This would have the added advantage - if "they" chose to code it this way - for hardcore civ players to offload compute to AWS or other services. I would love to crank up a world domination Civ game with 50+ entities that doesn't take minutes per turn.

Wishful thinking for Civ VI but there you go.




Yeah they should also use Node.js to make it more async and MongoDB for webscale.


Sarcasm doesn't become you. :-)




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