Looking to do a large scale simulation of a world, with lots of agents roaming around and making choices. Think Crusader Kings or Bannerlord, but with a bigger emphasis on scale and less on pesky things like looking good. The world is tile based, and the game is entirely 2D. The simulation is fully tick based, meaning no matter the framerate events will play out the same in an exact order.
Performance is important in this project. The more optimized the simulation is, the larger scale it can be. Before I start diving into a learning spree, I'm curious if those familiar with the DOD paradigm would recommend using Unity's DOTS or an external ECS library like Arch and just using Unity for rendering.
The reason I'm considering an outside library is because DOTS comes with a lot of bells and whistles that I don't really need. I won't have physics, collisions, or 3D models, and the thousands of active agents won't all be visible at once, nor will there be animations outside of sprite sheets and basic transforms like rotation, scale, and translation of the entire sprite. It's mainly just math which will determine outcomes and pathfinding. However, even with a lightweight ECS library I'd likely have some overhead from rendering I wouldn't have with DOTS since it's designed with rendering in mind.
Anyone with experience got advice?