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Time
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Time In Egypt
During your sojourn in Egypt you will find that time is rather important, but time in Egypt is not as simple as one might think. There are actually three kinds of time that relate to Egypt:
Real Time
The time in the real world. All Events done in the game, as well as other things that are scheduled, are listed in Real Time. Real time is in short used to tell you when something will start but not how long something will happen.
Chat feature which is useful to help get correct event times for people in varying timezones
- {time:xxxx}
- To use: type {time:xxxx} where the xxxx is the time you wish to convey in YOUR timezone using a 24 hour clock. As long as your in-game real time clock (shown at the top of your in-game calendar) is set correctly and matching your real life clock on say, your computer or your wall, it will broadcast to others in their own time zone (assuming they also have set their in-game real life clock correctly).
- To set your in-game time zone click your Avatar > Utility > Set my Time Zone
- Example: In 3 hours it will be time for your Acro Line when it will be 6pm where you live. You type: {time:1800} since on the 24 hour clock 6 plus 12 = 18. For times at 12 noon and earlier there is no need to add 12 to the number. So something at 6:00am your time would be conveyed as {time:0600}.
- To use: type {time:xxxx} where the xxxx is the time you wish to convey in YOUR timezone using a 24 hour clock. As long as your in-game real time clock (shown at the top of your in-game calendar) is set correctly and matching your real life clock on say, your computer or your wall, it will broadcast to others in their own time zone (assuming they also have set their in-game real life clock correctly).
Teppy Time
"Teppy Time" or "Pluri Time", which is slightly slower than real time, is the internal clock that the game runs on. It is similar to real time in that 1 Teppy Minute = 1 Real Minute + Server Lag. Teppy Time is therefore close to real time, but not exactly. Although server lag is highly variable, and so Teppy Time is not exactly predictable, a good rule of thumb is Teppy Time is 110% of Real Time. Teppy Time is used to measure duration. Many of the timers in the game are based on Teppy Time. If you are waiting for a chariot ride to be free and is says “5 minutes”, those are 5 Teppy Minutes. The same is true for the duration of food, or basically anything that is a length of time displayed within the game. A good example is the time at a chariot stop. If it says 3 minutes 30 seconds, that is teppy time. So with the 110% rule, it would be 3 minutes 51 seconds real time.
You might ask yourself: why this complex system? Why can’t Teppy Time always remain synchronized with real time? The answer is actually quite simple. ATITD is an international game, and to allow the greatest participation in all aspects of the game by the most number of people, time must vary. For example, without Teppy Time, it might always be daytime in Egypt during the hours you like to play -- which would make mushroom hunting and fishing very difficult!
So heres the breakdown, using the 110% method which is very accurate:
- Teppy Time = Real Time
- 1m = 1m 6s
- 1h = 1h 6m
- 1d = 26h 24m
A nice standalone timer (Windows program) is at ATITD Timer. It times Real, Teppy and Game (Egypt) time.
Egypt Time
Egypt Time is the "in-game" time -- the day and night cycle. Usually it is useful for things that occur on a cyclical basis, the most famous being “Shroom Time” (those late-evening hours when most mushrooms spawn). Generally used to reference anything of that nature, which occurs on a repeating basis and is part of the day and night cycle in the game. Egypt Time is very simple, 1 Teppy Minute = 3 Egypt Minutes, so 1 Egypt Day = 8 Teppy Hours.
- Egypt Time = Real Time
- 1m = 21s
- 1h = 22m
- 1d = 8h 48m
The Egyptian Calendar
The Egyptian calendar is remarkably simple!
Each year is exactly 360 days long (about 140 RL days), divided into three seasons: Akhet, Peret, and Shemu.
- In actual Egyptian history, the three seasons described the annual cycle of the Nile -- Akhet, or Inundation, the time of flooding; Peret, or Emergence, when the waters receded and crops were planted; and Shemu, or Harvest, when crops were collected. Since the Nile's flooding is not modeled in ATITD, seasons in the game are less important to daily existence.
Each season is exactly 120 days long (about 45 RL days), divided into four months, numbered using Roman numerals (I, II, III, IV). Wheat can only be grown in its designated season (there are different varieties of wheat for each season).
Each month has exactly 30 days (about 12 RL days). A new Wine vintage begins at the start of every month.
Each week has 7 days (about 2 1/3 RL days). The required fresh leaf for an Ant Colony and the thistle voids, change every week.
So "Year I, Shemu IV-25" is the 25th day of the 4th month of the 3rd season of year 1, or the 25th day of the 12th month of year 1, or the 355th day of year 1.
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