Map Time refers to the gameplay mechanics of the passage of world time.
It is signified by a view of the map and a progression through the day-night cycle. Map time occurs when you're resting in camp or a tavern, waiting in a siege, training villagers or simply traveling on the map. It can also happen when you pass time manually, usually by holding the spacebar.
Moving or waiting normally causes 1 hour in-game to pass every 4 seconds in reality, with a whole day lasting just over one and a half minutes (1:36).
While quick waiting (Ctrl+Spacebar) or attending an event, a whole day passes in only 10 seconds, or 2.4 game hours per real second.
Day cycle[]
Each day passed in-game affects your score when you retire from adventuring (1 Day passed = -1 score).
Every day, the prosperity of nearby villages and towns will be announced.
There are ten named stages of each day, though the game still recognizes the day as being 24 hours long, and many events within the game record the passage of time by hours rather than days, such as a week being 168 hours rather than 7 days. Four of the segments are longer than the others to fill in for the division of 24 into 10.
Once a game is saved, the menu to load saved games shows the exact in-game time that the game was saved.
The ten stages of the day are:
Daytime[]
- During the day, the party will move at full speed and have full spotting range.
- Arenas will be open in towns.
- The Nervous Man can only be found in villages during the daylight hours.
Nighttime[]
- Your party will get a -40% speed penalty and half the spotting range. Tracking will be less effective as well.
- Your party morale will be decreased when battling.
- There will be fewer caravans and moving villagers, perhaps none.
- Attempting to visit a tavern or speak with merchants in a city may result in a bandit ambush.
- Random villages will have bandits that will ambush you when you arrive and attempt to do anything at that village.
- Resting in a city or castle (other than one you are lord or monarch of) will require payment of the fee. This fee will be incurred repeatedly if the player stops and starts resting again (despite having already paid for the night).