You have that backwards, Tripphippy - Memory is far more likely to be the main issue in DF. The most likely bottlenecks if you aren't doing something weird are either pathfinding or things like temperature updates against the item vector.
DF is constantly accessing essentially random portions of memory for things like Pathfinding or the items vector that can be thousands or even over a million items long, and the guesses it makes pre-processing this memory basically just get discarded, causing a lot of wasted CPU cycle time. Getting the data out of memory as fast as possible is the best way to combat the problem from the hardware perspective.
Modern CPUs are basically just 2 Ghz cpus glued together into multicores in ever-more-compex bundles. However, you only get to use one, and the wait on memory is measured in megahertz, not gigahertz, which means that unless an action takes
thousands of computations on the same item from memory, it's all on the memory's latency, not the CPU's speed. So long as you don't completely cheap out on the CPU, you can basically compare a top-of-the-line to a mid-range and find fairly similar results. There will be improvements, but not really worth the money.
When purchasing memory, you might want to look at something like this:
http://en.wikipedia.org/wiki/CAS_latency#Memory_timing_examplesBasically, take the stated speed of the RAM, and divide by the CAS Latency clocks to give yourself a number to compare to other sticks of RAM. Lowest number wins.
Of course, nowadays, RAM's getting kinda pricey, too. Just looking this stuff up yesterday, I saw a set of RAM selling for $650, which means it might be actually costing more than the CPU... and its CAS Latency was pretty high, so it wasn't actually any faster than my current 6-year-old RAM.