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	<title>TI Multiplayer/Time and Decisions - Revision history</title>
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		<title>76561198239355112: Created page with &quot;&lt;!-- Wiki page: TI Multiplayer/Time and Decisions --&gt; &#039;&#039;This page is part of the TI Multiplayer mod.&#039;&#039;  In a TI Multiplayer Sandbox campaign all players share one game clock. This page explains who controls it, when it stops, and how decisions that belong to one player are handled.  == The game clock == * &#039;&#039;&#039;The host controls the speed.&#039;&#039;&#039; Only the host can start the clock or change the speed. The other players see the host&#039;s speed. A client who tries gets &#039;&#039;Only...&quot;</title>
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		<updated>2026-10-15T21:51:23Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;!-- Wiki page: TI Multiplayer/Time and Decisions --&amp;gt; &amp;#039;&amp;#039;This page is part of the &lt;a href=&quot;/Terra_Invicta/TI_Multiplayer&quot; title=&quot;TI Multiplayer&quot;&gt;TI Multiplayer&lt;/a&gt; mod.&amp;#039;&amp;#039;  In a &lt;a href=&quot;/Terra_Invicta/TI_Multiplayer&quot; title=&quot;TI Multiplayer&quot;&gt;TI Multiplayer&lt;/a&gt; Sandbox campaign all players share one game clock. This page explains who controls it, when it stops, and how decisions that belong to one player are handled.  == The game clock == * &amp;#039;&amp;#039;&amp;#039;The host controls the speed.&amp;#039;&amp;#039;&amp;#039; Only the host can start the clock or change the speed. The other players see the host&amp;#039;s speed. A client who tries gets &amp;#039;&amp;#039;Only...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;!-- Wiki page: TI Multiplayer/Time and Decisions --&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;This page is part of the [[TI Multiplayer]] mod.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In a [[TI Multiplayer]] Sandbox campaign all players share one game clock. This page explains who controls it, when it stops, and how decisions that belong to one player are handled.&lt;br /&gt;
&lt;br /&gt;
== The game clock ==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The host controls the speed.&amp;#039;&amp;#039;&amp;#039; Only the host can start the clock or change the speed. The other players see the host&amp;#039;s speed. A client who tries gets &amp;#039;&amp;#039;Only the host can start the clock.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Anyone can pause.&amp;#039;&amp;#039;&amp;#039; When any player pauses, the game pauses for everyone. Only the host can unpause.&lt;br /&gt;
* Pauses that the game makes by itself on a client (opening a screen, a popup) only pause that client&amp;#039;s view, not the session.&lt;br /&gt;
* When paused, all players show the same date within a few seconds.&lt;br /&gt;
&lt;br /&gt;
=== Why is the clock stopped? ===&lt;br /&gt;
The tooltip of the speed controls has a section &amp;#039;&amp;#039;&amp;#039;Multiplayer:&amp;#039;&amp;#039;&amp;#039; that lists every reason the clock is held:&lt;br /&gt;
* &amp;#039;&amp;#039;The host has paused the game.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;amp;lt;faction&amp;amp;gt;: &amp;amp;lt;decision&amp;amp;gt;&amp;#039;&amp;#039; - a decision another player still has to make&lt;br /&gt;
* &amp;#039;&amp;#039;Waiting for: &amp;amp;lt;players&amp;amp;gt;&amp;#039;&amp;#039; - players who are still loading&lt;br /&gt;
* &amp;#039;&amp;#039;The host is reviewing a battle result.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;The game itself has locked the clock (scene change).&amp;#039;&amp;#039;&lt;br /&gt;
* how far your view is behind the host, if the connection is slow.&lt;br /&gt;
&lt;br /&gt;
If your connection falls 5 seconds or more behind the host, a message says &amp;#039;&amp;#039;Connection is falling behind the host (about n s). Battles and prompts will arrive late until it catches up.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
After the start, a load or a hot-join, the host cannot start the clock until every player has finished loading (&amp;#039;&amp;#039;Waiting for &amp;amp;lt;name&amp;amp;gt; to finish loading…&amp;#039;&amp;#039;). After 3 attempts or 20 seconds the host gets the window &amp;#039;&amp;#039;&amp;#039;Players Still Loading&amp;#039;&amp;#039;&amp;#039; with &amp;#039;&amp;#039;&amp;#039;Keep waiting&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Start anyway&amp;#039;&amp;#039;&amp;#039;. Only use &amp;#039;&amp;#039;Start anyway&amp;#039;&amp;#039; if a player seems stuck.&lt;br /&gt;
&lt;br /&gt;
== Decisions of other players ==&lt;br /&gt;
Many things in Terra Invicta need an answer from one faction: events with options, policy choices, calls to war from allies, trajectory changes, armies ordered to depart, target choices for some missions. In multiplayer such a decision goes to the faction&amp;#039;s player, and &amp;#039;&amp;#039;&amp;#039;the clock stops for everyone&amp;#039;&amp;#039;&amp;#039; until it is answered (&amp;#039;&amp;#039;Paused - waiting for &amp;amp;lt;faction&amp;amp;gt; - &amp;amp;lt;decision&amp;amp;gt;&amp;#039;&amp;#039;).&lt;br /&gt;
* After &amp;#039;&amp;#039;&amp;#039;4 minutes 30 seconds&amp;#039;&amp;#039;&amp;#039; the player is warned: &amp;#039;&amp;#039;A decision of your faction is still open - answer it within 30 s, or the game skips it and continues.&amp;#039;&amp;#039;&lt;br /&gt;
* After &amp;#039;&amp;#039;&amp;#039;5 minutes&amp;#039;&amp;#039;&amp;#039; the decision is skipped. A skipped decision counts as declined (a trajectory change becomes &amp;#039;&amp;#039;Cancel&amp;#039;&amp;#039;). Everyone sees &amp;#039;&amp;#039;&amp;amp;lt;name&amp;amp;gt; did not answer - resuming.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=== Research choices ===&lt;br /&gt;
When a research slot of another player needs a new choice, the clock waits as well. Picking a technology for the wrong slot shows &amp;#039;&amp;#039;Still open: …&amp;#039;&amp;#039;. After 5 minutes the host gets the window &amp;#039;&amp;#039;&amp;#039;Clock Blocked&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Keep waiting&amp;#039;&amp;#039;&amp;#039; - wait another 5 minutes&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clear these and continue&amp;#039;&amp;#039;&amp;#039; - open research slots get the game&amp;#039;s default choice. Anything else open is dropped (counts as declined).&lt;br /&gt;
&lt;br /&gt;
== Councilor mission phase ==&lt;br /&gt;
The councilor [[Missions|mission]] phase works like in single player, with one difference: every human faction has to confirm.&lt;br /&gt;
* The host&amp;#039;s game opens and closes the phase for everyone.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Confirming&amp;#039;&amp;#039;&amp;#039; sends your assignments and locks your grid (&amp;#039;&amp;#039;Missions sent - waiting for the host to resolve the phase…&amp;#039;&amp;#039;).&lt;br /&gt;
* If a councilor has no mission, the vanilla warning asks first and a message names the councilors. Confirming the warning ends your mission phase anyway, as in single player.&lt;br /&gt;
* A Confirm that arrives after the phase has already ended is not sent: &amp;#039;&amp;#039;This mission phase is already over. Your assignments were not sent. Plan them again in the next phase.&amp;#039;&amp;#039;&lt;br /&gt;
* If a player has not confirmed after 5 minutes, the host gets &amp;#039;&amp;#039;&amp;#039;Mission Phase Stuck&amp;#039;&amp;#039;&amp;#039; with &amp;#039;&amp;#039;&amp;#039;Keep waiting&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;Resolve the phase now&amp;#039;&amp;#039;&amp;#039;. Resolving gives every outstanding faction the missions its councilors currently carry.&lt;br /&gt;
* A save made during an open mission phase re-opens the phase for everyone when it is loaded.&lt;br /&gt;
* In [[TI Multiplayer/Co-op|co-op]], both online members of a faction confirm.&lt;br /&gt;
&lt;br /&gt;
== Month end ==&lt;br /&gt;
At the end of each month the session is saved automatically (see [[TI Multiplayer/Saves and Sessions|Saves and Sessions]]) and the turn counter shown in the session list goes up. Nobody has to wait for anyone at the month end.&lt;br /&gt;
&lt;br /&gt;
== Other times the clock stops ==&lt;br /&gt;
* during a trade negotiation between players (&amp;#039;&amp;#039;The clock is paused during a trade negotiation.&amp;#039;&amp;#039;)&lt;br /&gt;
* while a player joins a running game&lt;br /&gt;
* during tactical battles with players, and after a battle until the host closes the battle summary (at most 2 minutes)&lt;br /&gt;
* while a decision of another player is open (see above).&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[TI Multiplayer/Combat]] - the battle clock&lt;br /&gt;
* [[Councilors]] and [[Missions]] - the vanilla council phase&lt;br /&gt;
&lt;br /&gt;
{{TI Multiplayer Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198239355112</name></author>
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