Well, older isn't necessarily better just because it has a higher frequency. Again, it's IPS (Instructions Per Second), not sheer frequency, that matters. A newer CPU (not budget or mobile) will have higher IPS. If this weren't the case, we'd all still be running 486's, except at insane frequencies. But in truth, FAR more improvements have been made beyond core speed to ultimately result in better performance.
Optimally you want a newer-gen technology, idealy 32nm or less (if they're out yet). Second most important is the frequency, higher is better. Gimmicks like Intel's Turbocore mean nothing if they don't engage, so read up carefully on what is required for them to engage, or you'll be wasting a LOT of money on a feature you can't utilize. Nextly, go for the highest cache size you can- this can make a big difference on older forts with a huge amount of data to track, namely item clutter. And finally, dual core or better helps: Dedicate DF to one core, and force everything else to the other core. This should give a good 5-30% boost, depending on how much garbage you have running in the background.
Outside of the CPU, go for the highest frequency and especially lowest-timing memory available. You don't need a lot, but fast memory greatly reduces the amount of time DF takes for certain tasks, especially invasions, caravans, generating content, weather, flows, and stocks screens.
Finally, make sure the HDD DF is on isn't utterly overburdoned, because DF can trash the HDD a bit while saving or loading. If you don't mind the load/save lags, you can skip this step, as it really doesn't matter during any other time.
Also, avoid integrated video, as this robs your CPU and especially RAM of resources, which can impact DF. It's only major in a few isolated cases, but every little drop helps when you breach HFS with 250+ dwarves on a 6x6 map with temperature and weather on.
Everything beyond these is either superficial (too little to notice or measure) or too circumstantial to even consider.
Edit:
Oh, also, avoid hyperthreading. It's not very useful in any situation, and is actually detrimental to single-threaded apps like DF. Long story short, this is because it attempts to process more threads in the same core space, which is only really useful in the case of many very small thread functions that require little cache or RAM support. In other words, very little in real use.