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I think weeks might also have ten days instead of seven. I can't remember. Check the wiki.
Alas, it's not linked from the main page's table of contents. You can get to it by clicking on any "Game turn" hyperlink embedded in the text, for example on the Game Difficulty wiki page.
Briefly:
- 212 is the year.
- yyy.30 is the week number. There are 52 weeks in a year.
- yyy.ww.5 is the day number. There are 7 days in a week.
- A game turn is 1/10 of a week. There are 10 turns in 1 week.
- All actions (that take time) actually take an integer k number of turns. This number is truncated(?) to "days" for display. An action that takes 1 turn (i.e. less than 1 full day), such as refueling or tiny repairs, says that it takes "hours", instead of saying "0 days". So whenever you see an action choice that says it will take "hours", that's what it means.
- Every hyperwarp jump, card game outcome, mission step, ship repair/crew heal, and landing in a zone, tells you how many weeks/days/turns it took. Flying within a quadrant also consumes time. All of it adds to your ticking global clock. That's how your clock advances.
- Every game begins on 210.03.3, i.e. Wednesday
- You can also click your Ship at any time, even during a ship or crew combat. In the top left corner of your Ship View, it will say "Captain for 2 years 27 weeks 5 days", or similar. Since you never change captains in one playthrough, this is always accurate. It's like `ruptime` in Unix :)
So the mission had >1.0 years remaining, but you first explored the planet instead of doing the mission? Each iteration of the Explore card game takes about 1.0 week, on average, so you would have needed ~60 consecutive explorations to consume 1 full year. Did you leave the planet to repair and heal, then come back?
The "1 week 5 days" message is correct. That means that this 1 mission step just advanced your clock by +1 week 5 days. It's consistent with every other mission step and card game's time duration message. It has nothing to do with the total elapsed time for the mission itself.
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ST:F measures a mission's total elapsed time as follows.
- A mission's clock starts when the mission is first created, even if you don't accept it. This is your clock date at the instant you click a Contact's Court Mission box to generate a mission for you. For vignette missions, it's your clock date at the instant you exit out of the cutscene.
- The mission's clock stops on your clock date at the instant you click its final step's mission box (in the lower left corner of the planetary zone UI). Note that this happens at the beginning of the mission step's own brief duration, not at the end of the step. So your duration such as "1 week 5 days" doesn't matter for purpose of being on-time for this mission.
This also affects Steam achievements. If you must finish a 10-year unlock by 220.10.3, and you arrive on the planet on exactly 220.10.2, then you're just in time, and you'll get the achievement, even if the step itself takes "2 weeks 3 days".
Also, any talents that fire during the step do so at the beginning of the duration, so they automatically count the step's duration toward their cooldown. For example, if you choose a mission step's Negotiate option for 2 weeks 4 days, and you fail and trigger a Negotiate skill save talent, then you complete the mission successfully, your clock advances by 2 weeks 4 days, and your Negotiate skill save has only 3 days left in its 3 week cooldown.
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More deeply, you are correct that time matters