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I even had it where i recently saved my colony from an extinction and ended up with 6 beavers and 300 vacant houses, and they still choose to live away from their jobs and it frustrates me to no end.
Hopefully devs can make it so they'll move to the nearest available houses to their jobs at some point, or let me manually relocate them
So what is your project?
To finish the game you do not need more than 200 beavers/robots which a computer meeting the recommended stats can handle without a problem. Everything else is not part of the game.
I hear what you say and do agree, in general. But in Timberborn, you seem to hit this level once you're really starting to take the landscape in the direction you want.
So, to chew it more out, I don't feel the 'endgame' where you take it 'over the top' should start when you are just venturing out of the phase where you're feeding 80 beavers on 3 foodstuffs, and are barely moving into explosives.
(and before we dive in there, let's avoid discussing hardware as I'm on a Ryzen/RTX combo - that should not be of any weight in this discussion)
are you sure it's the games performance? and not stuff taking a long time due to the beavers being inefficient from long walk times, unoptimized access to building sites or lack of resources?
the game itself shouldnt start chugging or dropping fps until 200+ beavers at least.
(oh and if you happen to be on a laptop, make sure game is actually using your RTX and not the integrated GPU. i can imagine the game would chug a bit if you run into that common problem. )
Developers brainstorm a game idea, they design what it should be able to do and they program it in an economical meaningful way. They usually don't/shouldn't waste time and money onto stuff they didn't want/need the game to be able to do.
Because of design decisions made in the early phase of a game it might not be possible to simply optimize the code so it can do later on stuff it was never designed and ment to do.
It's always just a matter of time and money you can and are willing to spend. The game needs to revenue the spent money within a reasonable time to be a success for the studio. The smaler the studio is the faster it needs to revenue with less money spent.
I know it can be frustrating seeing your favorite game not being able to do all the promising stuff it should be able to do... But this is still only business.