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{{migrated article}}
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{{av}}{{Quality|Exceptional|04:21, 13 July 2013 (UTC)}}
{{av}}{{Quality|Unrated}}
 
 
: ''For a discussion on the greater passage of time as measured in days/weeks/months/years/ages, see [[Calendar]]
 
: ''For a discussion on the greater passage of time as measured in days/weeks/months/years/ages, see [[Calendar]]
  
'''Time''', in the lower-level "unit-based" sense, is an integral part of any simulation, nonetheleast in one as complex as ''Dwarf Fortress''. Time is measured internally in units which the Adventurer key bindings menus call "instants", but are commonly dubbed "ticks" by the community. Each tick represents one step in the ''Dwarf Fortress'' program, requiring calculations related to [[speed|unit movement]], [[flow|fluid movement]], [[temperature|temperature transfer]], various event checks, [[combat|combat checks]], [[path|pathing checks]], [[labor|job changes]], [[skill|experience ticks]] - basically everything required to run the program, broken up between individual lumps of time. These ticks are then bundled up against days, months, seasons, and then years under the dwarven [[calendar]], which are then further engrossed within individual, context-sensitive [[Calendar#Ages|ages]].  
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'''Time''', in the lower-level "unit-based" sense, is an integral part of any simulation, none the least in a simulation as complex as ''Dwarf Fortress''. Time is measured internally in units which the Adventurer key bindings menus call "instants", but are commonly dubbed "ticks" by the community. Each tick represents one step in the ''Dwarf Fortress'' program, requiring calculations related to [[speed|unit movement]], [[flow|fluid movement]], [[temperature|temperature transfer]], various event checks, [[combat|combat checks]], [[path|pathing checks]], [[labor|job changes]], [[skill|experience ticks]] - basically everything required to run the program, broken up between individual lumps of time. These ticks are then bundled up against days, months, seasons, and then years under the dwarven [[calendar]], which are then further engrossed within individual, context-sensitive [[Calendar#Ages|ages]].  
  
 
== Basic mechanics ==
 
== Basic mechanics ==
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====Framerate====
 
====Framerate====
  
How quickly time ''appears'' to pass in your game, especially in fortress mode, has as much to do with your hardware as with the number of ticks in a year. The number of [[frames per second]] is a direct reflection of how many ticks a second your processor is working through. This should be distinguished from the frame ''refresh'' rate, which is how many frames appear on your ''screen'' per second. You can set your FPS to be visible by changing {{tt|[FPS:NO]}} to {{tt|[FPS:YES]}} in your [[Init.txt]] file, which will display two numbers in the top-right corner of your game window, the first being the frames per second and the second being the refresh rate (which is capped at a lower value by default). By default the framerate is capped at 100 FPS, but this setting can be changed or even removed: see [[Frames per second#Controlling FPS|here]] for a technical discussion. For tips on maximizing framerate, see the (topically named) [[Maximizing framerate]] article.
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How quickly time ''appears'' to pass in your game, especially in fortress mode, has as much to do with your hardware as with the number of ticks in a year. The number of [[frames per second]] is a direct reflection of how many ticks a second your processor is working through. This should be distinguished from the frame ''refresh'' rate, which is how many frames appear on your ''screen'' per second - since there's a limit to how many frame changes the human eye can see, there's not much purpose to displaying every single one of them on-screen. You can set your FPS to be visible by changing {{tt|[FPS:NO]}} to {{tt|[FPS:YES]}} in your [[Init.txt]] file, which will display two numbers in the top-right corner of your game window, the first being the frames per second and the second being the refresh rate. By default the framerate is capped at 100 FPS, but this setting can be changed or even removed: see [[Frames per second#Controlling FPS|here]] for a technical discussion. For tips on maximizing framerate, see the (topically named) [[Maximizing framerate]] article.
  
 
''Dwarf Fortress'' is an ''extremely'' processor-intensive game, and so how many frames you actually get per second will depend on the strength of your machine, how far into the game and how much clutter there is in it, whether or not you are taking any fps-saving measures, what mods or other programs you are running, and so on. Regardless of mode, there are 28 days in a month and 12 months in a year. Assuming an FPS of 100, not counting pauses an hour of fortress mode gameplay will translate into a year in-game.
 
''Dwarf Fortress'' is an ''extremely'' processor-intensive game, and so how many frames you actually get per second will depend on the strength of your machine, how far into the game and how much clutter there is in it, whether or not you are taking any fps-saving measures, what mods or other programs you are running, and so on. Regardless of mode, there are 28 days in a month and 12 months in a year. Assuming an FPS of 100, not counting pauses an hour of fortress mode gameplay will translate into a year in-game.
  
 
* At 100 FPS:
 
* At 100 FPS:
:: 1 day = 12 sec ; 1 month = 5 min 36 sec ;  1 year = 1 hour 7 minutes 12 seconds
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:: 1 day = 10.7 sec ; 1 month = 5 min ;  1 year = 1 hour
  
 
* At 60 FPS:
 
* At 60 FPS:
:: 1 day  = 20 sec ;  1 month = 9 min 20 sec ;  1 year = 1 hour 52 min
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:: 1 day  = 17.8 sec ;  1 month = 8 min 20 sec ;  1 year = 1 hour 40 min
  
 
* At 30 FPS:
 
* At 30 FPS:
:: 1 day = 40 sec  ; 1 month = 18 min 40 sec ;  1 year = 3 hour 44 min
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:: 1 day = 35.7 sec  ; 1 month = 16 min 40 sec ;  1 year = 3 hour 20 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 [[World activities|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.
 
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 [[World activities|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.
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== Applied mechanics ==
 
== Applied mechanics ==
 
=== Syndrome effects ===
 
=== Syndrome effects ===
[[Syndrome]] effects are defined by [[Syndrome#Creature effect tokens|creature effect tokens]], which use ticks as a basal unit. This value always operates at the same rate as fortress mode ticks, even when playing in adventure mode (meaning in the latter mode, 1 syndrome tick passes every 144 ticks). An example token would be {{tt|[CE_NECROSIS:SEV:300:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]|As interpreted by the game, this syndrome will causes infallible but resistible mild targeted necrosis of vascular tissue.}}, of which the {{tt|START:50:PEAK:1000:END:2000}} end-line defines the timeline of the syndrome's effects. On a timer, {{tt|START}} tells you how many ticks will pass before the poison starts to take effect, {{tt|PEAK}} will tell you when it will peak, and {{tt|END}} will tell you after how many ticks it will end. A syndrome that lists its effect as starting at "5" means that for all but the [[Elf|fastest characters]], you will begin feeling the effects as soon as you take a step. "50" means 50 time units (or about five steps), and "500" reliably suggests that you'll be able to stagger all the way back to the hospital before your [[Giant desert scorpion|brain starts pouring out of your ears]]. Syndrome effects are stacked, and can cause short-term, medium-term, ''and'' long-term damage; for specifics see [[Syndrome]].
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[[Syndrome]] effects are defined by [[Syndrome#Creature effect tokens|creature effect tokens]], which use ticks as a basal unit. An example token would be {{tt|[CE_NECROSIS:SEV:300:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]|As interpreted by the game, this syndrome will causes infallible but resistible mild targeted necrosis of vascular tissue.}}, of which the {{tt|START:50:PEAK:1000:END:2000}} end-line defines the timeline of the syndrome's effects. On a timer, {{tt|START}} tells you how many ticks will pass before the poison starts to take effect, {{tt|PEAK}} will tell you when it will peak, and {{tt|END}} will tell you after how many ticks it will end. A syndrome that lists its effect as starting at "5" means that for all but the [[Elf|fastest characters]], you will begin feeling the effects as soon as you take a step. "50" means 50 time units (or about five steps), and "500" reliably suggests that you'll be able to stagger all the way back to the hospital before your [[Giant desert scorpion|brain starts pouring out of your ears]]. Syndrome effects are stacked, and can cause short-term, medium-term, ''and'' long-term damage; for specifics see [[Syndrome]].
  
 
=== Plant growth ===
 
=== Plant growth ===

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