Summary:
When a truck can't find a valid destination (depot full, mine control tower with no dump zone assigned, parking full), the game seems to keep retrying expensive pathfinding for these trucks in a loop. Result: the IPS (simulation tick rate) crashes in repeated sawtooth drops (e.g. 75 → 12 → 19 → 58 → 74...) roughly every ~5 seconds, even with the camera static over an area with no particular activity. The effect is amplified at x15 simspeed since these cycles happen much more often per real-time second.
Steps to reproduce:
Have a medium/large base (~4000 pop, several thousand entities).
Trigger a logistics deadlock: full truck parking (50/50), mine control tower with no dump zone assigned ("No place available to dump products"), or any other case where a truck shows "Truck struggling to find an accessible destination".
Switch to x15 simspeed.
Watch the IPS in the debug HUD: cyclic drop to 12-20 IPS every ~5s, while CPU/GPU aren't saturated (CPU ~30-65%, GPU ~40-95% variable).
Fix the deadlock (e.g. assign a dump zone) → IPS climbs back progressively to stable values (70-75) as the backlog of stuck trucks clears.
Technical hypothesis:
Pathfinding is likely being retried every tick (or at very high frequency) for each truck without a valid destination, instead of backing off after a failed attempt. With several trucks stuck at once, this creates a periodic CPU spike that breaks the simulation tick rate.
Suggested fix:
Add an exponential backoff/cooldown before retrying pathfinding for a truck that just failed to find a destination, instead of retrying every tick.
Stagger these retries across stuck trucks so they don't all retry on the same tick.
Test context: ~4000 pop base with third-party mods installed — behavior is reproducible independent of mods; the root cause appears to be core pathfinding/logistics-deadlock handling, not a specific mod.