Tick cadence (authoritative)
A world tick runs every **2 hours**. The simulation is deterministic: same inputs before the same tick produce the same outputs.
Think of actions in two phases:
- Intent recorded now (you click a button, queue a build, place an order, launch an attack)
- Outcome resolved on tick (authoritative state change appears in outcomes)
What typically resolves on tick
These systems commonly settle during tick processing:
- Construction and queue progress
- Economy deltas (income/upkeep and related adjustments)
- Population/food effects
- Market settlements and order consequences
- War result updates and war progression state
- Outcome/event entries for audit and recap
Some UI acknowledgements appear immediately, but those are not final simulation proof. Outcomes after tick are authoritative.
What can appear immediate
Immediate responses usually mean validation passed and intent was recorded. They do not always mean final values have settled yet.
Examples:
- Build queued successfully
- Order accepted by market rules
- Attack request accepted for processing
Operating rhythm (recommended)
For each 2-hour cycle:
- Open Nation dashboard
- Queue intentional actions (build/market/war)
- After tick, open Outcomes (tickWindow=1)
- Use Reason codes when something is blocked
This keeps your decisions deterministic and debuggable.
Troubleshooting delayed or missing changes
- Wait for the next tick boundary if the action is tick-bound
- Confirm you are viewing the correct nation and world context
- Check outcomes first, then dashboards
- If blocked, inspect the reason code and next-step guidance