Time and Offline Play
How continuous time, queues, catch-up, and notifications replace turns.
time_and_offline_playReal 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.