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Laporkan kesalahan penerjemahan
The devs gave us a calendar/clock simply so we have an arbitrary way of keeping tabs on time as a reference source for our own progress or movements in the game, in terms of a city's development, income/expense [as prev. mentioned], or as a marker for achievements.
There is simply no way [as many contributors have also said or implied], for time in a simulation of this sort to be realistic. If you set it to realism for one thing, such as bus route time lapse, it simply will not fit in with others, like building times, or water flow etc.
Personally I only use the calendar clock to guide the time lapse since I had last seeded some residential, so I am leaving enough time to avoid a deathwave [fortunately not had one at all yet in several cities], and so I can estimate how long I need for financial balance to settle back down. It really isn't meant to indicate time. If they didn't include a calendar, we would all be clamouring for one, and each mod giving one would have its own pros and cons. Sadly, there is not a one-size-fits-all rule with a simulation game trying to piece together so many things that have their own timescales.
Also, I really hesitated to write this in here, but when I think back to old simulation type games, they all had similar issues with a representation of time. The version of SC4 I played, never had a day/night cycle for each 24 hours passed on top simulation speed. If it had, we would almost have had a strobe effect on the screen and nothing more. Managing to pause the game on a day cycle would have been pure luck, and insanely frustrating.
This is only my 2c or opinion though. This forum style is designed for each and everyone to have their own opinions, on any aspect of the game. And while I respect the wish for accurate time representation, it sadly can never be properly implemented, else other aspects of the game's realism will simply fall apart, and the game will die. I vote we stick with what we have, for its awesome in my opinon.