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:: 1 day = 40 sec ; 1 month = 18 min 40 sec ; 1 year = 3 hour 44 min | :: 1 day = 40 sec ; 1 month = 18 min 40 sec ; 1 year = 3 hour 44 min | ||
− | In dwarf mode, the game starts with some announcement checks and considers autosaves, etc. A lot of the rest doesn't happen every tick. Every hundred ticks, for instance, it'll check job assignments and strange moods. Armies are | + | In dwarf mode, the game starts with some announcement checks and considers autosaves, etc. A lot of the rest doesn't happen every tick. Every hundred ticks, for instance, it'll check job assignments and strange moods. Armies are moved on the world map. Every hundred ticks (staggered from the job check), it handles job applications by dwarves, a kind of invisible auction that it uses to manage the various competing priorities. Every ten ticks it advances the seasons, which actually does all kinds of things with the weather and map (both locally and in the world), and it also does a check for certain plot element advances (diplomats, sieges, etc.), and it checks whether your fort is still alive. |
Then it hits some things that it does every tick. Fluids and other map tile information is advanced (though there are various optimizations here so that not every tile is necessarily checked every turn, and there are various flags so that entire sections of the map can be skipped if nothing has happened.) Vermin running around are updated. Other 'events' on the map, like active fires, are handled. | Then it hits some things that it does every tick. Fluids and other map tile information is advanced (though there are various optimizations here so that not every tile is necessarily checked every turn, and there are various flags so that entire sections of the map can be skipped if nothing has happened.) Vermin running around are updated. Other 'events' on the map, like active fires, are handled. |