Difference between revisions of "Game tick"
(→List of processes affected by game ticks) |
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===List of processes affected by game ticks=== | ===List of processes affected by game ticks=== | ||
− | * Production of [[Resources]] at [[Industry|Industries]] | + | * Production of [[Resources]] and manufacturing at [[Industry|Industries]] |
* Production of [[Passengers]] at [[Town]]s | * Production of [[Passengers]] at [[Town]]s | ||
* Deduction of vehicle [[Operating costs]] | * Deduction of vehicle [[Operating costs]] |
Revision as of 04:22, 25 August 2019
Game Manual
- Basics
- Game content
- Infrastructure
- Vehicles
Game ticks represent an amount of time required before automatic in-game processes happen. Both the arrow (→) and a dash (-) represent one game tick. One game tick takes 10 seconds at normal game speed. One in-game day occurs every three seconds at normal game speed. Progress to the next tick is always displayed next to the current game date (see In-game interface). Accelerating the Game speed also affects ticks.
List of processes affected by game ticks
- Production of Resources and manufacturing at Industries
- Production of Passengers at Towns
- Deduction of vehicle Operating costs
Due to different Industry extensions having different amount of ticks, you can see different amounts of Goods being produced each game tick. For example, a fully upgraded Forest can produce 2-4 Logs and 1 Coal per a game tick.
According to Jan Zeleny, ticks for Trains work a little differently. Trains consume fuel every five game ticks, but only when accelerating or keeping top speed. While waiting at signals, loading/unloading or slowing down, the train does not consume fuel. However, while the train is waiting in a depot, it does consume fuel.