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This is a limitation of hardware. No matter how well optimised a game gets, it will eventually have to slow-down to keep up due to the amount of calculations needed per second. In many games this is simply FPS loss but in an RTS, with potentially 1000s of units, things are simulated client-side and so no one can step ahead of anyone else or you get a desync.
Really its all speculation at this point, theyve shown practically nothing of the actual gameplay yet so were just guessing.
SupCom had this issue because it was made in a time when multi core CPU were not common so it only use one single CPU core which was the reason for the slow down even on modern hardware.
Modern STR dont have any excuse for this, not when indie dev can make game with thousand of unit on the screen run at more than 60 FPS and no slow down.
Plus, SupCom uses a totally different rendering pipeline than modern games too, which also adds CPU overhead more than modern games which use GPU for more of those features. Software is not as simple as you think it is.
Their genre has massively different requirements from an RTS in other ways too, factory games have conveyors of very simple shapes which as a result can be rendered super fast by the GPU. Sim time issues are CPU bound though.