HoI3 alredy supported muticore CPUs (IIRC after 2nd expansion), but beyond 4 cores, effect is minimal. I expect similar from HoI4.
Correct, added in Their Finest Hour:
For the Motherland - Developer Diary 9 - No more free lunch in the bunker
Loading is rubbish, because of the game design, supposedly to make things easily possible to mod. Every one of the province files have to be found on the disk opened, read and closed. Even though the amount of data in them is tiny. Using SSD makes a massive difference because the seek/read time is so much quicker than HDD. Using multiple threads here doesn't make much difference.
It's a very inefficient design of the file structure. If it was in a relational database you could load all of the province data for a specific start time in one go. Even one CSV file containing all province data for a particular start date would improve things. And modding wouldn't be hard when you can open the file in Excel. Instead, you open the localisation file (which is a CSV), search for the name you see on the map. Get the province number. Search for a text file with that number in a different set of folders, split by country/region with no consistency as changes were made to the map, so some province files in North China are in the Japan folder, some in the China folder , I think I even found some from MAN in the Soviet folder. Then you open the text file and it has entries like:
infra=4
airbase=3
You have to have code to parse this and decide what values to load. It's probably very efficient and not complicated, but you have to code it to decide whether to allow:
infra=4
infra = 4
Infra =4
When you could just have the infra value in a particular column of a CSV, as there can only be one value for each province.
This format of the files has existed since at least HOI2, more than 10 years ago. Maybe the new engine has improved this?