// ISS-117 (v0.52.0): the world clock runs at a fixed rate — no player-facing time controls. // Server-side the effective scale lives in the sim_state row (seeded to this value); client-side // lib/useSimClock.ts extrapolates between polls at this same constant, so keep them in sync here. export const WORLD_TIME_SCALE = 24; // ISS-128 (v0.56.0): a fully grounded fleet no longer freezes the world — it slows to real time // (one game-second per real second) so packages keep spawning/expiring and the market stays fresh. // Derived from the existing constant: WORLD_TIME_SCALE / 24 = 1, i.e. exactly "real-time". export const IDLE_WORLD_TIME_SCALE = WORLD_TIME_SCALE / 24;