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Time & speed

Status: Draft. Live in the sandbox campaign. Every number on this page is TEMP: they are first guesses that are still being tuned.

Mafia King runs in real time, one day at a time, like a grand strategy game. You can pause whenever you like and still give orders, then let the days roll at 1× or 2×. Anything that needs a decision from you stops the clock until you've made it.

How you use it

  1. Use the clock at the right of the top bar: ⏸ pauses, 1× runs at normal speed, 2× runs twice as fast.
  2. Or use the keys: Space pauses and unpauses, 1 and 2 pick the speed.
  3. Give orders while paused. You can look around, open cards and set things up with the clock stopped.
  4. Press F5 to quicksave. Esc closes the top window, and with nothing left to close it opens the pause menu.

How it works

Day length

Speed One day takes
⏸ Stopped
1× 4 seconds
2× 2 seconds

On a busy day the game spreads the day's work over a few frames rather than freezing, so a very full day can run a little longer than this.

What stops the clock

What What happens to the clock
A scene (a conversation with choices) Stops until you pick. Then it goes back to how you left it: paused stays paused, running starts again
The succession window Stops until you pick an heir
The pause menu Stops
A quick text Doesn't stop anything

Space doesn't toggle the pause while a scene is playing (there, Space moves the talk along) or while a window that needs a decision is open.

The calendar

The top bar shows the date as month and day. The game starts on JUN 5. Every person has a birthday and turns a year older on it.

Things measured in days

Thing Days
Marching one town to the next 2
A rival outfit rethinks its plans Every 12
A man in hospital, prison or hiding Back on the street when his time is up
Demands, offers and deals Each has its own clock (see Journal & quests)

Old age

From 70, a person can die of old age on any day. The chance is small and climbs as he heads toward 90. This is the one death in the game that nobody chooses.

Numbers (all TEMP)

Number Value Where
Seconds per day at 1× 4 frontier.seconds_per_day (with the slower clock on)
Speeds 1×, 2× clock buttons
Travel per town 2 days frontier.travel_days_per_hop
Rival planning cycle 12 days frontier.ai_plan_days
Old age starts 70 old_age_start
Old age reference top 90 max_age
Old-age death chance 0.083% a day × (0.5 + 2 × how far from 70 to 90 he is) old_age_death_chance_per_day

See also

Locked vs leftover

Locked (document this) Leftover / do not claim
Pause, 1× and 2× More speed steps
4 seconds a day at 1× under the slower clock 0.6 seconds a day (the clock without that rule)
Decisions stop the clock; quick texts don't Quick texts that pause the game
Quicksave on F5, no quickload key A quickload key
Family life is paused in the sandbox, so nobody is born and children don't grow up Births and coming of age as live sandbox events

Sources

src/autoload/game.gd (clock, day length, calendar), src/ui/main.gd (speed buttons and keys), src/systems/characters.gd (birthdays, old age, status recovery), data/config.json (frontier, old_age_start, max_age, old_age_death_chance_per_day, campaign_start_unix), data/campaigns/sandbox.json