// 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; // #135 (v0.62.0): a fully grounded fleet FREEZES the world clock — shouldAdvanceTime // (lib/sim/engine.ts) gates every tick and advanceSimClock (lib/useSimClock.ts) holds its anchor // value, so polls re-anchor without any jump. This replaces the v0.56.0 idle slowdown // (IDLE_WORLD_TIME_SCALE = WORLD_TIME_SCALE / 24): final semantics are ISS-117's — frozen when // everything is grounded, full rate otherwise.