I'm on my way back from vacation. I am sitting in the Houston airport with my trustry Verizon aircard which gives me net access virtually anywhere. And as I start to look over the forums and polls, there's good news and bad news.
The good news is that people seem to really like what we did with v1.1. The bad news is that quite a few people can't run it at all due to memory usage.
One of the goals for v1.1 was to make the game even faster and more responsive to users, particularly on larger maps.
And for most people, we succeeded. But for around 9% of users (which is a lot) they not only didn't get faster performance but got crashes due to running out of memory.
What's ironic is that even with a month of public testing, we didn't find out about the memory issues until after it had been made available to the public.
One of the best ways to improve performance can be to make use of memory to avoid reading as much from disk. Just throw it in RAM and you can make the game perkier. And, if there's not enough RAM, no problem, it'll go into the swapfile which simply makes it read from disk as it would have anyway.
But what happens if you run out of swapfile? Well, now we know. You get the "Out of memory" dialog and then the game crashes. Clearly not an acceptable situatoin.
Power users on the forums have found all kinds of solutions that work for them. Cacheman XP, reducing the # of stars, playing on smaller maps (the biggest culprit is the larger the map and the more good planets, the more memory involved).
The team in my absence has been working on making what will become v1.11. It's a maintainence/bug fix version of 1.1 really. But the goal was to have all the speed increases that 1.1 had but without using extra memory to do it.
There's a test build here:
https://forums.galciv2.com/?ForumID=162&AID=116216
Whether you need this 1.11 or not really depends on whether you're running into this out of memory issue (i.e. if you experienced any CTDs then you probably ran into it in one form or other).
Some of the other memory use wasn't from the caching but from the modding underpinnings that we put in. Hopefully the team has been able to let users have their cake and eat it too. We will know soon.