Time and World Motion
One World Clock owns time. Travel, rest, work, school, recovery, deadlines, and long absences advance it according to what actually happened. The clock may reveal that two obligations cannot both be met; it does not solve that conflict for you.
The world advances threshold results rather than simulating every invisible minute. Six months away may cool one romance, harden one rivalry, leave one friendship stable, and give a faction time to finish a plan. The engine resolves those meaningful outcomes without writing 180 daily emotional updates.
Not every minute produces content. Safe familiar travel can end with arrival and accurate elapsed time. Mundane strangers, delays, businesses, and objects may have causes unrelated to you, a mission, or a secret.