Ingame Time (Ticks): - A tick is processed, approximately every 5 seconds of real-time. - This means that if the framerate is 30/60 FPS, then 150/300 processed frames must pass before a Tick occurs. - If the framerate is steady, then a tick is processed in 5 seconds; if it is fluctuating, it will take longer than 5 seconds, but never less. Random Events: - Random events occur every 3 to 9 Ticks, randomly determined after the last random event has occurred. - Random events are either positive or negative, quick, one-off events. Death events or Child Born events are considered random. - Morale and Structure Capacities have a large impact on Random Events; if they prevent a bad one, then nothing occurs. Disasters: - Disasters occur every 24 Ticks, or approximately every 2 minutes of real-time. - In the early game, you can only ever have "small" disasters to occur; Early game is the first 20 minutes or... 0 to 240 Ticks. - In the mid-game, you can have either medium or small disasters; Mid game is the first 45 minutes or... 240 to 540 Ticks. - Late game, you can have either large or medium disasters; Late game is 45 minutes+ or... 540+ Ticks. - Every disaster that occurs applies a morale penalty. This can be reduced by research or eliminated in certain circumstances. Consumption Rate: - Consumer goods and food is consumed at a rate dependent on Morale Level. - The higher the morale level, the slower Bare Essentials, Furnishings/Utensils, and Electronics are consumed. - The lower the morale level, the faster Entertainment,Tasty Edibles, and Food Supplies are consumed. - Default rates for both are every 12 Ticks, at Neutral Morale (50). If the rate doesn't change, it remains at 12 Ticks. - Every morale level above Neutral, reduces consumption periods by +1 Tick, to a maximum of 16 Ticks for most Consumer Goods. - Every morale level below Neutral, reduces consumption periods by -2 Ticks, to a maximum of 4 Ticks for other Goods and Foods. - This then means that at lower morale levels, you have a cascading snow-ball effect that gives worse and worse, the longer you ignore the problems besetting your colony, eventually getting to the point where the problem goes critical mass and you lose the game. - So for players that try to go for the early rush of military units, while ignoring their colony, if they don't succeed in their early rush, the other player might actually win by attrition, as the rusher's colony self-destructs which makes it impossible to maintain an economy or war machine. In this game, I intend to make, there will be serious consequences to ignoring colony needs and immense benefits for keeping their colony running smoothly and efficiently.