Time Systems
18 mechanics
- Aging/time passing
- Alternating activations
- Day/night cycle
- Initiative/speed system
- Prediction/planning phase
- Real-time combat
- Real-time with pause
- Scheduling systems
- Seasons
- Simultaneous turn resolution
- Slow motion/bullet time
- Speed controls (1x/2x/4x)
- Tick-based timing
- Time limits/mission timers
- Time of day effects
- Time rewind
- Turn-based combat
- Weather patterns