I suspect because a few of the pages are coded very poorly and traverse a whole users set of games to compute stats (popular buys per player, the player page, and the player vs other player record page all do this). When a a similarly poorly coded search engine comes around (these pages are blocked by robots.txt, but some search engines don't honor it), it just keeps putting too many requests on those uber slow pages and councilroom eventually runs out of memory and dies. The decision to do a scan of all the players games came when players had a few hundred game max, but now that there are crazy people with 10k games, and so the design is horribly broken. If someone pre-computed those pages, I am pretty sure a 486 could serve councilroom fine.
Not sure what is required to be precalculated in advance, but it is distinctly slow for users with large game counts.
From Rob's post in councilroom-dev:
Not sure what is required to be precalculated in advance, but it is distinctly slow for users with large game counts.