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− | + | '''Time''' in RimWorld passes as a series of ticks. On normal game speed, there are 60 such ticks to a real second; there are always 2,500 ticks to one in-game hour. | |
− | '''Time''' in RimWorld | ||
− | + | The game starts in the year 5500. The in-game clock is in 24-hour format with the hours displayed in military time from 0h to 23h. | |
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+ | Time proceeds as one would expect except that the four months are named "quadrums." They are named as portmanteaus of terrestrial months, suggesting seasonal associations: "Decembary," "Aprimay," "Jugust," and "Septober." Each individual quadrum is always 15 days, after which you proceed into the next quadrum. | ||
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+ | Time of day is modeled on the planet view; local time of day corresponds to how the sunlight hits the planet. | ||
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+ | {{asof|A17}} season names could no longer be consistently applied to the entire globe, necessitating that they be named as month-like "quadrums." | ||
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+ | <noinclude> | ||
{| {{STDT|c_01 text-right}} | {| {{STDT|c_01 text-right}} | ||
! colspan='2' | In-Game Time | ! colspan='2' | In-Game Time | ||
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! | ! | ||
! Ticks | ! Ticks | ||
− | ! Time | + | ! Game Time |
|- | |- | ||
| 1 tick || 1 tick || 1/60th second | | 1 tick || 1 tick || 1/60th second | ||
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| 1 long tick || 2000 ticks || 33.33 seconds | | 1 long tick || 2000 ticks || 33.33 seconds | ||
|} | |} | ||
+ | [[Category:Game mechanics]] | ||
− | + | == Version History == | |
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− | == Version | ||
* [[Version/0.0.254B|0.0.254B]] - Abolished cycles - dates are measured in days only. | * [[Version/0.0.254B|0.0.254B]] - Abolished cycles - dates are measured in days only. | ||
* [[Version/0.10.785|0.10.785]] - Day length extended from 24,000 to 30,000 ticks. Days per month reduced from 12 to 10. | * [[Version/0.10.785|0.10.785]] - Day length extended from 24,000 to 30,000 ticks. Days per month reduced from 12 to 10. | ||
− | + | </noinclude> | |
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