I'm going to look into those lategame issues today. Honestly I never went that far, but I can replicate that. I will check if there's a memory leak when loading/unloading units, which might be happening in longer sessions. I can also hardcode some units with 100t power and see if that influences the game speed.
Only thing that I still didn't address was the multiplicative effects in things that can be spammed. removing that will probably mean not being able to go past wave 40/50, but for now that might be better until things are stable.
Edit: I found a bug in the system that generates the enemy team. Basically on large round numbers a loop would run billions of times to distribute upgrades. Instead, I'm going to batch those operations and run only per unit.



