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Considering the recent update and release of DLC and console versions, plus the fact they mentioned more updates coming up, I would guess that would be at least a year away.
Might be prudent to wait and see how CS2 does when released in October, and possibly take a few things from there.
mods are a personal choice so if it runs worse with mods that your problem, not the game's.
That will require getting rid of the present agent and pathfinding mechanic, and adopting a different system, such as a city-based system such as Railway Empire, or station based system such as in A-Train.
Or putting in strict hard cap limits, such as in Cities Skylines - and even then it still lags on older computers. A no-no for me as I do not want to be constrained by them.
The present lag is due to hardware bottlenecks. If you have issues, I suggest either using mods to address it - controlling or reducing population - and/or playing on smaller maps and/or fewer cities.
Late game in this title starts around 1970~1980, if you play from the 1800s.
I have a good PC (R8 5800k/32RAM/6750XT) and I still get that anoying lag at one point or another. I don't go over 6 to 10 cities and use modifiers for the industry so that I would need less vehicules in the long run, but I do like to make things prety to the eye.
Yes, you are correct. Sadly, the purrists don't see it that way as they have porato baskets only. Some things like trees and birds are useless to recieve a simulation as they do nothing of value to your gameplay 100% of the time.
Al I said is that TF3 or whatever comes next should be able to keep at least 50~60 fps in late game with mods or without on any map size. The bottleneck makes no sense on mid to high end PC platforms.
Trees can be removed, animals can be modded out. Not everyone likes to play on an empty map.
CPU bottlenecks cannot be removed without getting rid of the present agent and pathfinding mechanics. Cities Skylines, a more popular game, has a similar mechanics, and not surprisingly, also suffers from lag and simulation slowdowns late game, how early depends on CPU used. There is really no going around that.
The easiest way to address this ingame, and still have lots of cities and very large networks, is to limit the population ingame by decreasing the amount of people per building, through mods such as Population Factor or Town Tuning, and/or using the No Town Development mod to stop further population growth past a specific point of your choosing.
Specifics on population cap depends on CPU and paths - roads+lines+buildings - available, but capping it at around 30k people would be a safe bet for most people, more if you do not mind smooth but a tad slower - and honestly not that perceptible - gameplay in 30 to 40 FPS.
The game is extremely flexible and customizable, and we should be glad it is.
I can play on megalomaniac maps with hundreds of cities, with decent performance as long as I use mods that reduce population.
And that is the point - guaranteeing performance is something harder than it looks, given wildly differing hardware configurations, and given the game does not have a ceiling on what one can build or do.
Even games with simpler zonal and/or point to point mechanics, like OTTD or A-Train, may lag if you play on sufficiently massive and/or developed maps.
There are ways around that, and self-restraint - like you use on your game - is one of the ways to do it.