Game Time
World Time
The world of
Spirit Land moves at higher speed compared to the real world: each real-time hour is a game-time day (it can be considered a game turn), which means the speed multiplier is x24.
Lots of actions are calculated each turn:
- Characters' Time Units get recharged by 100 (capped at 10000)
- Random events occur on the world map
- Queued market transactions are executed
- Cities status is evaluate and updated (production, consumption, building, morale and so on)
- NPCs make their decisions (like what to build, where to invade and so on)
Time Units
Time Units (TU) represent action points that characters accumulate and spend while performing their daily tasks.
Each real-time hour each character receives 100 TU and they can accumulate up to 10000 TU, which means a player is not forced to play each day, since 100 real-time hours (more than 4 real-time days!) worth of TU can be stored with no penalty.
Different character actions have different TU expenses:
- Moving through world map (cost varies based on hexagon biomes)
- Starting an adventure (cost varies based on target territory biome)
- Ending turn during an adventure (1 TU)
Action Points
Action Points (AP) allow characters to perform actions during adventures.
Each turn creatures receive 100 AP with no hard cap, which means that virtually an unlimited amount of AP can be accumulated, but the first action performed will cap AP back to 100 after action expense.
Moving on the adventure map consumes AP based on destination terrain type and creature base movement (usually derived from armor weight).
Using active skills (attacks included) will consume AP based on the skill itself or the weapon used.
World Map Movement Cost
Going deeper on world map movement cost we will list all possible biomes and their relevant
TU cost when moving.
Each world map hexagon has a base move cost which is the sum of its terrains' base move costs, as shown in following table.
| Biome Type |
TU Base Cost |
| Plains |
10 |
| Sea Coast |
10 |
| Lake Coast |
10 |
| River |
20 |
| Forest |
20 |
| Hills |
20 |
| Desert |
20 |
| Tundra |
20 |
| Mountains |
30 |
| Swamp |
30 |
To determine the cost of moving from a hexagon to another you just need to average the two hexagon move costs.
Supposing a hexagon A with 4 plains, 3 hills, 2 forests and 1 river (total cost 40 + 60 + 40 + 20 = 160 TU) and a hexagon B with 2 plains, 4 hills, 3 forests and 1 mountain (total cost 20 + 80 + 60 + 30 = 190 TU) the cost of moving from A to B (or from B to A) is the average between 160 and 190: 175 TU.
Hexagon improvements such as roads, bridges and similar will reduce the base movement cost of specific biomes, thus reducing the overall cost of the whole hexagon and the movement cost to enter or leave it.
Moreover the base TU cost of a terrain also represents the cost in TU to start an adventure in that particular territory, so to start an adventure in a river territory the character will consume 20 TU.
Adventure Map Movement Cost
During an adventure creatures will move through the map, with each hex of a specific terrain type, which will bring a different cost multiplier to movement.
Base movement cost is dependant on creature type and equipment, with average creatures placed at 15
AP cost for hexagon (really fast creatures can go down to 10 and really slow ones up to 20).
The following table shows cost multipliers based on entered hexagon.
| Terrain Type |
AP Cost Multiplier |
| Paved |
1 |
| Dirt |
1.1 |
| Grass |
1.1 |
| Sand |
1.2 |
| Rubble |
1.3 |
| Snow |
1.3 |
| Wet |
1.4 |
Final move cost will be rounded upwards, so a base movement of 15 traversing grass would go be 15 * 1.1 = 16.5 rounded to 17.