What I find interesting about the lockstep approach described here is it seems a lot of modern RTS games still use the same approach, even though the bandwidth calculations have changed radically. When developing my own RTS game I was able to fairly straightforwardly get 1000 units in combat to live stream using about 50 KiB/s bandwidth, which is nothing these days: https://www.construct.net/en/blogs/ashleys-blog-2/rts-devlog...
So as much as this is a fascinating piece of history and an impressive technical solution to the constraints of the time, I think modern games ought to move past it.
So as much as this is a fascinating piece of history and an impressive technical solution to the constraints of the time, I think modern games ought to move past it.