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In previous games if you skipped a lot of time in one iteration, it could cause unwanted side-effects because not every simulation function can be expected to be able to "jump" ahead so far in one go. Before someone claims this is lazy, I'd say from personal experience that this is a much harder problem than people give credit, and it's anything but easy.
So the reason you have to "wait" for those individual ticks when you use the in-game wait function is for this reason. Also you may notice that the more outposts you have, the longer waiting tends to take for each "tick" in your save game. That and other factors affect it.