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...Huh. Actually, I wonder if I could make a map that's essentially an entire county...? I overcame the player caps using a hex editor, maybe it's possible to overcome the town limit too.
I tried to fix the problem by creating a custom-grid map, but I overdid it. Guild 3 does NOT like dealing with 384 dynasties simultaneously...
I should probably upload that map at some point.
Fetch the engines, fetch the engines.
Fire, fire! Fire, fire!
Pour on water, pour on water.
That said, the main problem isn't buildings, it's PEOPLE. Fortunately, the mapping tool has a function where it's possible to set the amount of NPCs per simulated inhabitant of each district. So for example, the docks might have 50 simulated inhabitants, affecting the market and so on... But via the NPC multiplier, only 1 in 4 might appear in-world as an intractable NPC (robbable, marriageable, etc).
So it's entirely possible to make a 250 dynasty map on a massive grid of scenery-free roads, but have it run effectively simply by ensuring that only a fraction of the simulated NPCs spawn at any given time. As to whether that would be FUN, well...
To answer your question: Yeah, it's playable. Y'know, unless you have a potato, then you may need tweaked-down versions of the maps.
No PC will ever be able to handle 10,000 dynasties In G3 though.