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so maybe it is a drivers problem occuring with the games code/engine? Because at the others game forum A LOT of people were complaining, and here you are the first one - at least the first one I notice.
So there is a chance that the problem isnt the game.
I don't really know how to help you anymore.
You go on to say that you switched components in your computer and that's when it started running hotter, this statement says to me that it's not the game but rather what you added to your computer.
Maybe the cooling option you have chosen is not adequate for your upgrade, and or not working correctly
If it worked properly before but not after the upgrade then it's likely there is a problem with your upgrade. Double check it all make sure fans are spinning properly and you have enough cooling in your computer for the new equipment you put in.
Maybe your system is not driving the cooler rotation as high as with other titles for some reasons.
14% might be a single core at 100% plus some others at low usage.
Or it might be that every of your 8 cores works with 14% usage.
Or everything in between.
I guess that also leads to a different cooling behavior of the system.
Anyway, your values are nothing to worry about.
After Reading what you said i done some testing to see what CPU cores the game is using and it basically only uses Cores 1 to 5 and that's it, The other games i tested use them all evenly, Ill take up a ticket in discord with developer see if there's a setting or something i can enable thanks for the help
It's unfortunate that Foundation doesn't take advantage of more cores since this would really help with performance in larger settlements, but there's no quick "fix" for this. The developer would have to rewrite their engine to take advantage of more cores.
Regarding the use of multiple cores you’re right it’s a task for developers to optimize performance for larger settlements, Foundation's current engine would indeed require significant rewrites to fully utilize multiple cores, which is not a quick fix. However, acknowledging this issue, continuous improvements and updates from the developers could potentially address this in the future.
tl;dr it is impossible by modern computer science standards for agent based simulations if you want the game experience to remain smooth. It is being done for research purposes where a "laggier" simulation is acceptable.
In games that simulate many individual agents with a lot of interactions like city-builders, RTS, etc. you cannot split the main simulation loop in different processors as they would each have to wait for the other to finish each "timestep" resulting in a very laggy experience. E.g. a core finishes simulating the current timestep but others haven't yet so these villagers freeze in place waiting for the others so the simulation can continue.
That's why most such games especially in the RTS world have maximum villager caps per player to ensure the game never reaches an unplayable state of your CPU being overwhelmed by villager action requests.
City builders on the other hand prefer to leave it open and each player is basically limited by their PC specs, i.e. the single core CPU clock speed, for how large a village they can reach.
What can be parallelised are things like UI, event handlers, etc.
In general parallelisation of agent based simulations (regardless if used for games or other purposes) are still under heavy development at university research levels, a quick google can find multiple scientific articles on the topic and the challenges still faced in the area. Microsoft (AoE) and Ubisoft (Settlers) have thrown significant funds into finding a solution for this problem, but to my knowledge none has been found so far.
So best to get a CPU with better single core performance for games such as this?
For reference the record for a very high end CPU for Foundation is slightly shy of 4k villagers on a single map