That building recalculation point is very interesting, and it might be worth testing something specific.
If the 2–5 second lag spike really happens when replacing/removing building pieces because the server is recalculating stability and checking what should collapse, then disabling building stability entirely could be a useful test.
I don’t know whether this will fully bypass the calculation or simply make the result always stable, so I would only treat it as a controlled test, not as a guaranteed fix.
For anyone willing to try it, make a backup of ServerSettings.ini first, then under [ServerSettings] try:
StabilityLossMultiplier=0.000000
BuildingValidationEnabled=False
Then restart the server and test the same action again on a large base: replace/remove pieces and compare whether the 2–5 second spike is reduced or gone.
If the spike disappears or is heavily reduced, that would strongly suggest that building stability recalculation is one of the bottlenecks. If nothing changes, then the spike may be coming from another building-related system: replication, land claim, ownership checks, placeables, save/update logic, or something else.
This is also why I think this issue is not only about bandwidth or MaxClientRate. Network tuning may help with replication and client update rates, but a global 2–5 second server hitch when modifying a building piece sounds more like a server-side blocking calculation, possibly on the main game thread or another critical synchronous path.
To be clear, I am not saying Conan is literally single-threaded. But it does feel like some important server-side systems still behave as blocking operations. When that happens, adding more CPU cores does not necessarily help if the bottleneck is one heavy serialized task.
This is also what worries me about Enhanced. The UE5 port is promising and visually much better, but many server-side bottlenecks seem to behave very similarly to Legacy. UE5 by itself does not automatically fix building stability, actor replication, AI, thralls, inventories, huge bases, or modded server load if those systems are still using mostly the same underlying logic.
So from the outside, it feels like Enhanced improved a lot on the visual/client side, but some of the deeper dedicated-server problems may still be inherited from Legacy.
For private RP/PvP servers, especially modded ones, the real problem appears when many systems stack together:
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30–40+ players,
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PvP or many players close together,
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large bases,
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building edits/replacements,
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many placeables,
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thralls/minions/NPCs,
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modded areas and systems,
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and many replicated actors.
At that point, it feels less like one magic setting will solve everything and more like a web of server-side stability/performance issues.
If anyone from Funcom reads this, even a small acknowledgement that private/modded server performance is being looked into would help a lot. It would also be very useful to know whether systems like building stability recalculation, actor replication, and main-thread/server hitches are being profiled specifically, not only Official server stability in general.