To those talking about graphics being the cause of late game slowdown, you are sending people down the wrong troubleshooting path. Graphics slowdown only generally happens within an application when things are being painted on screen (or shortly will be painted there) or when a lot of different textures / meshes etc. are being held inside video memory. Late game slowdown comes from a load on the cpu or from full / overextended memory.
As it stands now entrenchment doesn't excell in performance. I run a quad core with 6 (count 'em six) gigs of ram on a 64 bit OS that can see it. On the medium random map against three AIs the game becomes extremely choppy and slow after an hour or two. I don't know what cuases this because I didn't write the code.
I do know that people on game forums everywhere should stop pointing to a user's graphics card at the first sign of trouble. I realize that the gpu makers have brainwashed everyone into this paradigm but in most cases cpu, ram or the motherboard platform have more to do with these problems than does the gpu particularly in a game like sins where differing textures and meshes are somewhat minimal when compared to other applications and computational problems within the client are of an order of magnitude larger than say a game like WoW. In my case you can't tell me that my nvidia 9600 512 is the problem when the game is choppy while trying to render ten ships that it rendered just fine an hour earlier. On my system the game maxes out the first core of my cpu to 100% and leaves the other three doing nothing. I run Supreme Commander: Forged Alliance very smoothly (which uses all four cores).
So TL:DR: Sins is light on graphics / heavy on computation. The publisher needs to embrace multi-core technology. Users of the forum who point to quality graphics cards as the cause of game slwodown need to learn how their machines work before posting on the internet.
Take care everybody.