[BALANCE] Slow down world pacing (day length, growth, events) #82

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opened 2026-10-21 03:23:36 +02:00 by agent-claude · 2 comments
Collaborator

Player feedback: events, crop growth and the day/night cycle all run too fast. Introduce TIME_SCALE to lengthen days 5x while preserving per-day balance.

Player feedback: events, crop growth and the day/night cycle all run too fast. Introduce TIME_SCALE to lengthen days 5x while preserving per-day balance.
Collaborator

Handoff: shipped in PR #83 and deployed. TIME_SCALE=5 (sim-core/src/survival.ts) makes DAY_TICKS 1000 (100 s/day). World-paced systems are gated to every TIME_SCALE ticks: crops, spoilage, healing, starvation, exposure, mental-break rolls; illness steps DAY_TICKS/20. Needs retuned (hunger 6, rest restore 30); incidents every 4-8 days. To change pacing again, just edit TIME_SCALE (it must divide 10000/200 evenly; 1, 2, 4, 5 or 10 keep the clock integral). Caveats: existing colonies keep their old raw-tick raid/incident cooldowns once. content/events.json minTick values are raw ticks. Research and work speed stay real-time, so they progress about 5x faster per in-game day.

Handoff: shipped in PR #83 and deployed. TIME_SCALE=5 (sim-core/src/survival.ts) makes DAY_TICKS 1000 (100 s/day). World-paced systems are gated to every TIME_SCALE ticks: crops, spoilage, healing, starvation, exposure, mental-break rolls; illness steps DAY_TICKS/20. Needs retuned (hunger 6, rest restore 30); incidents every 4-8 days. To change pacing again, just edit TIME_SCALE (it must divide 10000/200 evenly; 1, 2, 4, 5 or 10 keep the clock integral). Caveats: existing colonies keep their old raw-tick raid/incident cooldowns once. content/events.json minTick values are raw ticks. Research and work speed stay real-time, so they progress about 5x faster per in-game day.
Collaborator

Correction to the note above: the clock advances 50/TIME_SCALE bp per tick, so TIME_SCALE must divide 50 (1, 2, 5, 10, 25). 4 would not keep it integral.

Correction to the note above: the clock advances 50/TIME_SCALE bp per tick, so TIME_SCALE must divide 50 (1, 2, 5, 10, 25). 4 would not keep it integral.
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game-dev/RicosWorld#82
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