DungeonSettlers.wiki

Zeit & der Tag/Nacht-Zyklus

Steam

The campaign runs on a single global clock shared by the settlement and any active expedition. There is no separate dungeon calendar.

Auf einen Blick

Ticks pro Minute / Stunde / Tag45 / 2'700 / 64'800
Echtzeit pro Tag bei 1xEtwa 18 Minuten
SpielgeschwindigkeitenPause-Zustand, 1x, 3.5x, 7x
Startzeit der Kampagne08:00 (der erste Tag dauert nur 16 Stunden)
Tageszähler springt umUm Mitternacht (00:00)
Tageszeitfenster06:00 bis 20:00 (sonst Nacht; Nacht senkt die Sichtweite)
Staffelung des Dungeon-AufenthaltsD1-D4 mood debuffs, one step per in-game day (1'440-minute term)
Nach der RückkehrDungeon Stay Aftermath: -2 Stimmung for a while
Dungeon-Break-Konstante24 / 48 / 72 / 96 / 120 / 144 cumulative hours. Dormant (Dev_NotUsed, no alert/affecter/event consumes it)

Ticks and real time

Time is measured in Ticks.

  • 45 ticks make a minute
  • 60 minutes make an hour
  • 24 hours make a day
  • One full day is 64'800 ticks

At normal (1x) speed the clock advances about 60 ticks per real second. One in-game day passes in roughly 18 real minutes.

Speed settings

You change the flow with the speed control, per GAMESYSTEM_Campaign_GameSpeed:

  • Pause-Zustand
  • 1x
  • 3.5x
  • 7x

Pausing stops the clock entirely. At the fastest setting an in-game day passes in about 2.6 real minutes.

Midnight, day and night

Der der Tageszähler springt um Mitternacht (00:00) um. Die Kampagne beginnt um 08:00, so the very first day is only 16 hours long. Every later day is a full 24.

Day and night are a separate visual and vision layer. It is Tag von 06:00 bis 20:00 and night otherwise. Night costs 3 vision range.

NoteThe calendar still turns at midnight, not at dawn.

Systems on the clock

Time keeps flowing while you are on an expedition, and the clock quietly governs much of the settlement loop:

Dungeon-Break-Konstante

Die Daten enthalten ein Dungeon Break scheduler. The constant GAMESYSTEM_PlayLoop_DungeonBreak_AccumBaseTimeCondition counts cumulative campaign Stunden in 6 steps: 24 / 48 / 72 / 96 / 120 / 144.

In the current build the row is a dormant constant, tagged Dev_NotUsed. Nothing in these tables consumes it:

  • AlertTable
  • AffecterTable
  • EventTable
NoteThere is no Dungeon Break alert, debuff or event to fire.

Staffelung des Dungeon-Aufenthalts

Der Staffelung des Dungeon-Aufenthalts is the real punishment for long expeditions. Each in-game day spent in the dungeon steps a unit up through the mood debuffs Aufenthalt im Dungeon (D1) bis (D4). The step term is 1'440 minutes, per GAMESYSTEM_Dungeon_StayPenaltyTerm.

The per-stage mood penalty scales with management difficulty:

SchwierigkeitD1D2D3D4
Einfach-1-4-7-10
Gewöhnliche-3-6-9-12
Schwer-4-10-16-22
Sehr schwer-5-11-17-23
Verheerung-6-12-18-24

After the party returns, a Folgen des Aufenthalts im Dungeon debuff (-2 Stimmung) lingers a while longer.

VorsichtStalling without clearing floors fires the Noch tiefer hinab nudge event (3 stalled days, 72-hour cooldown). The accumulated low mood feeds the Stress spiral described in Nahrung & Stimmung.