Time and Simulation

Day and seasons

  • Day length: one game day at normal speed is a fixed real-time length.
  • Day/night: a realistic 24-hour cycle for the American Midwest, with shorter nights in summer and longer nights in winter (real-world day/night proportions).
  • Seasons: four seasons of equal length. New games start on day 1 of Spring.

Time-of-Use

Hour windows map to the in-game simulation clock. TOU is an EC sell multiplier only. See Time-of-Use.

Fatigue timers

Human Power active-boost timers use real-world time, scaled with game simulation speed.

Persistence

Local JSON save to user://save.json; periodic auto-save plus save on app pause/quit. Catch-up after absences is offline progression.

The top status bar shows time, season, and EC. A 24-hour production graph in the bottom status bar plots the last 24 in-game hours of total generation. See Interface.