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7 years ago
Different worlds will respond to high population levels in different ways. When I first start playing one, I usually remove the resident cap (set it to 0) for a while to see how things go. If the immigration and babymakers start to get carried away and I have a huge baby boom, I'll either start planning to build more schools or cap things where they might seem reasonable. I can't fit more than 160 into Twinbrook for example, but that's because I hate building on swampland. Other worlds can, at least in my game, have a higher capacity.
Then, in my game, a lower populated world will start out a game session at around 1.6 GB of RAM usage. A densely populated one more like 2.5 or 2.7 GB, so already closer to the 3.5+ danger zone. The densely populated once will feel a bit more sluggish to me and of course game sessions on them will have to be shorter before a reload is required. This is all assuming some form of story progression is running, pushing all of these sims around and progressing them.
Then, in my game, a lower populated world will start out a game session at around 1.6 GB of RAM usage. A densely populated one more like 2.5 or 2.7 GB, so already closer to the 3.5+ danger zone. The densely populated once will feel a bit more sluggish to me and of course game sessions on them will have to be shorter before a reload is required. This is all assuming some form of story progression is running, pushing all of these sims around and progressing them.
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