I'd def turn off ambition victories. I stopped playing with them almost right away
Not quite. It has been pointed out already that there are many inconsistencies made to conform to modern gynocentric liberal views. Flavor is highly lacking, aside from several events which directly reference some past event like the roman slave revolt.Is it historically accurate, can you learn a bit about history while playing it
It's uhh.. tedious is what it is. There's not much depth to it when you understand how the systems interact with one another, that civics and legitimacy are king in everything and then it boils down to countless microscopic optimizations. It's definitely a feature complete game however and the AI is decent overall.Is it more or less deep mechanically-wise?
There's absolutely no way end turn times in Old World should surpass 10 seconds. How long are you saying they are?Christ those end turn times...
They could. On a larger maps + during mid-end game + on a mid tier PC with SSD this could easily surpass a minute or more.
So, is this very good? Worth getting? Is it historically accurate, like, can you learn a bit about history while playing it? Is it more or less deep mechanically-wise? Is it finished? Or just another game that will need fuck tons of patches to be playable?
I'm feeling like playing this or Fields of Glory 2/Empires.
Total War, especially the war part, is about as unaccurate as you can get. Literally everything about the combat system is fake news. CK characters are all just stat modifiers. Sure they have a hold or w/e but character relations famously don't matter, just the right value in the stat for the task you want to assign. Of course Old World is not a simulation but a board game so it isn't "accurate" in any sense, but your two examples are just so bad in this context.
"Old World" 4X?It should not be called a "Historical 4X", that breaks the trades description act. "Iron Age " or "Ancient" 4X much more fitting.
Unity is garbage collected. That is why the UI is a shitshow. The turn times could be because of stupid animations or some other issue, hard to say without a ton of playtime which I'm not interested in.
What's wrong with Garbage Collection? AFAIK it just automatizes getting rid of useless shit in your memory allocation, instead of having to put things in and out of memory like they had to.
Unity is garbage collected. That is why the UI is a shitshow. The turn times could be because of stupid animations or some other issue, hard to say without a ton of playtime which I'm not interested in.
What's wrong with Garbage Collection? AFAIK it just automatizes getting rid of useless shit in your memory allocation, instead of having to put things in and out of memory like they had to.
Garbage Collection has to do a lot more work to clean up memory during runtime compared to manual memory management.
But why? Can't it be made more efficient?
The problem is that you have to figure out what memory is garbage, and which is still in use, and when your program has 6 Gigs of memory to sift through this is not an instant process, and not all of this memory can be sifted through while the program is running, so sometimes the collector just goes "ok, full stop for 300ms while I deal with this". A 300ms stop is nothing if you're just calculating something asynchronously, but in a video game it's going to feel really bad.Unity is garbage collected. That is why the UI is a shitshow. The turn times could be because of stupid animations or some other issue, hard to say without a ton of playtime which I'm not interested in.
What's wrong with Garbage Collection? AFAIK it just automatizes getting rid of useless shit in your memory allocation, instead of having to put things in and out of memory like they had to.
Garbage Collection has to do a lot more work to clean up memory during runtime compared to manual memory management.
But why? Can't it be made more efficient?