Jazzpirate wrote:Wait a second - sorry if I'm asking a noob question, but do I understand the discussion in this thread right, that movement speed and clock speed are not exactly in relation to each other? I mean - let's say it takes a prisoner some time t (on the ingame clock) to do x. If I now speed up, does it actually take him longer (on the ingame clock)? If so, that's insane! I'm almost always on the highest speed since normal speed is just way to slow - I give building commands etc. on pause and then switch to the highest speed until it's finished. That would basically mean I should leave everything on the slowest speed and get bored while they finish some humongous building -.-
But I absolutely second the fact that everyone moves waaay to slow. It shouldn't take a prisoner half an hour on clocktime to walk 200m or something, and it's really bugging me. And it messes with the needs of my prisoners in an uncalculable, unintuitive and annoying way...
Not at all a noob question. I only just barely think I might maybe understand their solution to this movement issue, and it's ramifications are still mysterious to me. But as I understand it, close, but not quite.
We need to unify our language first.
Clock Time - This is "seen" time. The time you see pass on the UI clock.
Game Time - This is "invisible" time passage as tracked internally to the game. There are two kinds.
1) Game Time (Outside) - Used to track prisoner release.
2) Game Time (Inside) - Used to track and pace all activities inside our prisons.
This TimeWarpFactor is applied to Game Time (Inside) only. This means that decreasing it decreases the duration of a given time unit (I think?), which in turn means that given the same rates of activity-doing, more can get done in a 24 hour Clock Time day. However, it also means that if you, say, decrease TWF from 1.0 to 0.5, you've turned that 24 hour Clock Time day into a 48 hour Game Time day.
Needs accumulate at a given rate and are designed around a 24 hour cycle (8 hours of sleep, 2 square meals a day, etc). As someone aptly said upthread, changing this time warp factor is like moving all your prisoners from earth to some planet with a 48 hour day, and just doubling the duration of all scheduled activities. This completely whacks out the needs cycle, negating the supposed benefits of speeding up their rate of movement.
So it's not quite that speeding up the Clock Time changes the speed prisoners do things relative to that clock time. It's just that the Clock Time is disconnected from the amount of "stuff" prisoners can accomplish, if that makes any sense.
Hashtag Jesus this -ish- is weird.