The canonical source for every space, time, and rate constant in the game. If a number about distance, duration, or rate appears anywhere else in the wiki or in-game, it must match this file or it's a bug.
This page is small on purpose. Change a value here, and every dependent system needs to be re-audited.
Source. This page mirrors
metrics.md(the canonical design doc). Last locked 2026-04-20. Lifespan: Option B (9 months). Authoring discipline: no system should redefine these constants in-line; always reference back here.
| Constant | Value | Notes |
|---|---|---|
WORLD_LIFESPAN |
9 real-time months | Option B (default). |
WORLD_LIFESPAN_OPTIONS |
A: 6 months / B: 9 / C: 12 | A and C used for tournament / extended campaigns. |
EPOCHS |
4 (Settlement / City-State / Kingdom / Empire) | Plus a fifth "Imperial" overlay for late capstones. |
| Constant | Value | Notes |
|---|---|---|
HEX_TILE_KM |
~5 km on a side | Default standard map. |
MAP_HEX_RADIUS |
varies by world type | Standard: ~80 hex radius. |
CITY_RADIUS |
3 hexes | City production radius. |
| Constant | Value | Notes |
|---|---|---|
IN_GAME_DAY_REAL_MINUTES |
108 min (Standard 1×) | Speed variants: 0.5× = 216 min, 3× = 36 min. |
IN_GAME_MONTH_REAL_HOURS |
54 hr | 30 in-game days. |
IN_GAME_YEAR_REAL_DAYS |
~22.5 real days | 360 in-game days = 12 months × 30. |
TICK_FREQ |
1 tick / second to 1 tick / minute | Subsystem-dependent. |
| Constant | Value |
|---|---|
BASE_HEXES_PER_DAY_HEAVY |
low band |
BASE_HEXES_PER_DAY_STANDARD |
mid band |
BASE_HEXES_PER_DAY_MOBILE |
high band |
BASE_HEXES_PER_DAY_NAVAL |
highest band |
TERRAIN_MULT_PLAINS |
×1.00 |
TERRAIN_MULT_HILLS |
×0.75 |
TERRAIN_MULT_MOUNTAIN |
×0.40 (impassable for some) |
TERRAIN_MULT_FOREST |
×0.60 |
TERRAIN_MULT_SWAMP |
×0.50 |
TERRAIN_MULT_DESERT |
×0.80 (worse without water) |
ROAD_TIER_1 |
×1.25 |
ROAD_TIER_2 |
×1.50 |
ROAD_TIER_3 |
×2.00 |
FATIGUE_FRESH |
full |
FATIGUE_TIRED |
-10% Spd |
FATIGUE_WORN |
-25% Spd, -10% Atk |
FATIGUE_EXHAUSTED |
-50% Spd, -25% Atk |
Exact base hex/day numbers are unit-band-specific. Consult
metrics.md §4andunits.mdfor per-unit details.
| Path | Earliest fire | Hold timer | Tie-break priority |
|---|---|---|---|
| Religious | mid-game | medium | 4 |
| Economic | mid-game | medium | 5 |
| Military | late mid-game | medium | 3 |
| Wonder | late game | long | 2 |
| Peace | latest | longest | 1 (tie-break + blocking) |
(Per victory_conditions.md §13 and metrics.md §5.)
| Constant | Value |
|---|---|
BUILD_DAYS_TIER1_EXTRACTOR |
1–3 in-game days |
BUILD_DAYS_TIER2_REFINER |
5–10 days |
BUILD_DAYS_TIER3_WORKSHOP |
15–30 days |
BUILD_DAYS_WONDER |
90–360 days (months to a year) |
RECRUIT_DAYS_INFANTRY |
small per unit |
SALARY_CYCLE |
30 in-game days |
WAGES_GRACE |
3 days; missed wages start morale drop |
| Constant | Value |
|---|---|
PLAYER_ACTIVE_HOURS_PER_DAY |
1–2 hr typical; 0.1–8 hr range |
LAZY_ADVANCE_TICK_BUDGET |
designed so an offline player stays competitive |
| Constant | Value |
|---|---|
CLIMATE_MORALE_TAX_CAP_PER_EVENT |
per metrics.md §8 (reconciled) |
The full register in metrics.md §9 is grouped:
generals_hero.md §9.5.combat_system.md.world_lifecycle.md §12.player_interaction.md §14.player_interaction.md.SPY_REP_COST attribution-tiered dict in player_interaction.md §14.player_interaction.md §9A.political_system.md.When a value here changes, audit:
cultures.md (per-culture flag effects).combat_system.md (BP, morale).military_war_system.md (formulas).movement_system.md (rates).climate.md (event cap).economy_system.md (tick cadence).victory_conditions.md (timers).political_system.md (governance).player_interaction.md (PvP cadence).world_lifecycle.md (phase gates).(See DESIGN_INDEX.md for the full cross-reference map.)
No system should redefine one of these constants in-line. Always reference back here.
If you encounter a number elsewhere that doesn't match this page, file a consistency ticket.
Source: metrics.md (canonical, 101K). This page is a navigable summary; refer to the source file for the exhaustive constants register.