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New FrontiersHandbook
Player Manual · Live Catalog · v0.68.6

Time and Offline Play

How continuous time, queues, catch-up, and notifications replace turns.

← Player GuidesCatalog ID: time_and_offline_play

Real time replaces turns

Research, buildings, training, movement, reforms, processing, events, and projects have completion times. Production balance intentionally uses hours for important work; Rapid Test compresses those timers for development.

Your orders are durable

Starting an order records its cost, start, and completion on the server. Closing Unity does not cancel it. Catch-up limits prevent a very old account from simulating an unsafe amount of work in one request.

Queues reduce chores

Cities and research support limited planning queues. Queue depth is convenience: it keeps a civilization working between visits but does not make any individual job finish faster.

Notifications are the return loop

Production, diplomacy, conflict, AutoTrades, Disaster Events, economy, weather, intelligence, and Legacy notifications explain what happened. The notification foundation is also ready for future mobile push delivery.