There is a limit to the amount of fully interactive NPCs you can have in a game right now, but if you simply added non-interactive too, you'd get the best of both worlds. Its more realistic too.
In case of Oblivion, that (engine-enforced) limit is at about 10 million per mod, with up to 250 mods active. As long as only a reasonable subset of them are visible on the screen and loaded in the nearby cells at the same time, this isn't even a problem for the game.
DF runs on ACII graphics and still brings computers to their knees.
Wrong on the first part (the default client is an OpenGL application; not like the graphic capabilities matter one bit when we're talking about
generating the NPCs before you start the game :rolleyes: ), and yes on the second - mostly because of the
fluid simulation though, and only in part because of the pathfinding on a dynamic three-dimensional map way more complex that Bethesda's ever where. You think IC environments in Oblivion with a few hundred path nodes are complex to navigate for the NPCs? A typical DF map has something on the order of
a million path nodes between the surface and all the subsurface structures, and they are both dynamic (see: fluid simulation and the application thereof for defensive purposes) and changeable at whim by the player.
Complexity of the NPCs has really next to no impact on DF's performance.