@wraitii "doing it kinda dangerously is very easy and I have a patch for it on Phabricator somewhere".
Well, I've updated* your patch so it compiles on latest version.
And I must admit I was quite surprised with the result. It really significantly decreased amount of lags for single player game. However when I tried to open replay took with original version, I got out of sync error. (actually not a suprise)
However there were no problems when I've played a multiplayer game over LAN. Even when using different amount of worker threads for each game instance.
Not only that there were no problems, while there were still some lags in single player game, in multiplayer game lags actually disappeared.
3 players, 1500 units fighting in the center of map, 46 FPS and almost no lags (almost means that there still were some lags, but they were almost unnoticeable).
2 instances of the game running at computer with intel i5-7300 and NVIDIA GTX 1050 8GB RAM, and 1 instance running at computer with intel i5-5th gen and NVIDIA GTS 450 8GB RAM.
When I recreated this situation with original version of the game, lags were so huge that game was almost unplayable.
I've added option in settings, so players can change amount of worker threads (I actually used it just for debugging purposes, probably not needed for end users).
I haven't noticed any problems with determinism in this one game.
I've uploaded it back to D14.
Oh, and I only tested it on linux, but I think it should work on other platforms too.
I'm now thinking about more safe version, since it would be very nice to save such speedup.
* 'updated'... hmm... actually changed a few lines....