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True, but too few makes Total War look like Minor Skirmish. I play with Large unit sizes myself.
pathfinding has nothing to do with unit size, the units run on tracks behind the scene 100 units is represented by a point on that track. Bad coding is the pathfidning issue. If you had said too many units bog down the processor so it doesnt respond fast enough then maybe but this game is suppose to be able to run on dual core processor.
I think the seige battle problems are caused by a game engine flaw that bottlenecks the CPU. If the CPU is being overloaded by AI processing then the game engine is more likely to pick the first pathfinding option available which will most likely be the wrong option. The AI is completely on the CPU end & so is the unit pathfinding. The main reason so many people have problems with siege battles is because there are more unit paths available (pathfinding options). That is a lot more work for the CPU to do when processing for more units (larger unit sizes) on screen. Basically the higher number of AI units coupled with more pathfinding options available during siege battles creates a type of CPU bottleneck that causes either stuttering, or it causes AI to basically not know what to do soon enough so it just sits there or goes the wrong way. There is a lot more for the game engine to figure out during siege battles than on normal open field battles, & that stresses the CPU a lot more than normal. That is why CA suggests a high end i5 or i7 CPU to run this game on the highest settings.
CA recommends Haswell to play Rome II for a reason. They utilized some of the new features Haswell offers that Sandy Bridge doesn't such as the improved front-end and memory controller.
Haswell Performance Compared to Ivy Bridge:
Approximately 8% better vector processing performance.
Up to 6% faster single-threaded performance.
6% faster multi-threaded performance.
A 6% increase in sequential CPU performance (eight execution ports per core versus six).
New features:
Wider core: fourth ALU, third AGU, second branch prediction unit, deeper buffers, higher cache bandwidth, improved front-end and memory controller
New instructions[22] (HNI, includes Advanced Vector Extensions 2 (AVX2), gather, BMI1, BMI2, ABM and FMA3 support).[23]
The instruction decode queue, which holds instructions after they have been decoded, is no longer statically partitioned between the two threads that each core can service
I have not been having any issues with seige battles with my 4.0GHz Haswell i7. Any of you that do have problems should try lowering Unit Size.
Where did you find that stat?
Ya, I thought so. That's not statistics for Rome 2 players specifcally; that's all of Steam users, so it's not useful in this situation, and the comment I quoted in post #11 should be removed from post #10 imo.
or for 40% of the people have 4 core.
I'm saying that you cannot use that statistics page you linked to prove your comment above, because it's inapplicable.