Basically, but I like to have random lucky nations in EU, and non-clustered starts in Stellaris.
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DH is a PI published game, not a PDS-written game, so this is the wrong thread I'm afraid.here i go.
first of all i didnt go through the 130+ pages, so i dont know if already asked :-\
Would you guys consider darkest hour for android/ipad/iphone ? current devices might be able to handle that game.
Or would it be too messy to rewrite the engine for the google apple api's ?
DH is a PI published game, not a PDS-written game, so this is the wrong thread I'm afraid.
But basically re-publishing old games on new platforms is unlikely to be economic.
I have a couple of questions for the artists at paradox [...]
Have you tried to make a sphererical map to your games? Seams to me to be the next natural step in games that has a global playfield.
I'm sure they would "consider" it since they've already tried it twice but since both of those projects ended up not being released they probably won't try it again any time soon.In the future would Paradox Development Studio consider licensing Clausewitz 2 Engine to a third party developer? I am thinking of a situation like 'For the Glory'.
I wonder if this would be the community's best chance to see a game like Victoria 3, even if it doesn't have the Victoria name, in the next 10 years.
There's a team dedicated to the engine.Clausewitz engine is the cornerstone of your game. Is there a dedicated team for its development or It is handled separately in every single game-team ?
In the future would Paradox Development Studio consider licensing Clausewitz 2 Engine to a third party developer? I am thinking of a situation like 'For the Glory'.
I wonder if this would be the community's best chance to see a game like Victoria 3, even if it doesn't have the Victoria name, in the next 10 years.
PDS games can use up to 16, so more cores help too.Clock speed over # cores, definitely. It's a rare app of any sort that can use more than 4 cores.
An i7 uses hyperthreading to use 8 "simulated?" cores, where each physical core is two. Wouldn't that need to be factored in too? (I have no idea what that splitting of cores through hyperthreading does, but I know that it definitely does exist, because if you go look at what the cores do on an i7 you're shown 8 and not just 4 results.PDS games can use up to 16, so more cores help too.
The tricky aspect is how to rank them against one another.
20% higher clock speed definitely beats say, 20% more cores, but 100% more cores would probably beat 20% higher clock speed.
Depends on which PDS game exactly as well; how well they utilize multi-threading varies.
They essentially switch back and forth between using one core and using every core very quickly, which is why it never looks like all cores are maxed.
Not as effective as 8 real cores yeah, but IIRC not too far off either.An i7 uses hyperthreading to use 8 "simulated?" cores, where each physical core is two. Wouldn't that need to be factored in too? (I have no idea what that splitting of cores through hyperthreading does, but I know that it definitely does exist, because if you go look at what the cores do on an i7 you're shown 8 and not just 4 results.
Have you tried to make a sphererical map to your games? Seams to me to be the next natural step in games that has a global playfield.