unlimited possibilities to expand the game scope through a tech tree:
- Hyperthreading
- interrupts
- compressed main memory
- L3 caches
- TLB caches
- CFS
- cgroups
- TSO/GSO
- performance / efficiency cores
- dynamic clock speed
- thermals
- PCI bandwidth / lanes
- ...
Game could start with a single CPU and 2-3 processes and then all this comes on top step by step and you can automate it away through tech tree.