Performance sees frequent dips (well, performance debug graph shows frequent spikes) in case that there is no path between Test AI's units and my buildings.
For example, if I destroy all bridges, that would allow AI to reach my base.
As soon as I repair at least one bridge, the problem goes away.
Pathfinding is an upstream issue (in the engine itself). The current pathfinder is also going to be replaced (hopefully); see https://github.com/OpenRA/OpenRA/pull/19591 and related PRs.
Performance sees frequent dips (well, performance debug graph shows frequent spikes) in case that there is no path between Test AI's units and my buildings.
For example, if I destroy all bridges, that would allow AI to reach my base.
As soon as I repair at least one bridge, the problem goes away.