There are numerous varied mechanics in Kittens Game. (etc.)

Time System Edit) Kittens game uses a tick system, meaning that all events are queued and happen once per tick, ticks match the refresh rate. Thankfully the ticks in Kittens game are incredibly short, unlike many other games using a similar system. In Kittens Game there are five ticks a second, meaning ticks are 200ms long. There are 10 ticks in a day, meaning a day passes every 2 seconds. Each season has 100 days, from "day 0" to "day 99", coming out to 1000 ticks (200 seconds), or 3 minutes 20 seconds, and each 400 day year has 4000 ticks (800 seconds), or 13 minutes 20 seconds. Basic Units of Time Edit) Unit of time Ticks Real Time Day 10 2 secs Season 1000 3 mins 20 secs Year 4000 13 mins 20 secs Cycle 20000 1 hr 6 mins 40 secs Decade 40000 2 hrs 13 mins 20 secs Century 400000 22 hrs 13 mins 20 secs Millennium 4000000 9 days 6 hrs 13 mins 20 secs

Weather System Edit) There are four seasons in Kittens game. Much like in the real world, these affect resource production, specifically affecting your catnip. Starting Year 4 (with years starting at Year 0), seasons also have a chance to be warmer or colder than average, changing the modifier to your catnip production. There is a 35% chance that a season will be abnormal, with an equal chance of it being warm or cold (that is, a 17.5% chance of being warm, a 17.5% chance of being cold, and a 65% chance of being average). Seasons only affect catnip production from catnip fields; farmers are unaffected. Seasons Edit) Season Catnip Multiplier Warm Average Cold Spring +65% +50% +35% Summer +15% +0% -15% Autumn +15% +0% -15% Winter -60% -75% -90%

Hunt System Edit) Upon acquiring archery, your kittens are able to hunt for rare resources including furs and ivory, consuming 100 catpower. Hunting bonus Edit) To determine the amount hunted, the game first obtains the hunting bonus of your civilization. This bonus is increased by your workshop upgrades, as follows: Upgrade Bonus Expected fur Expected ivory (No upgrades) 0.0 39.50 10.78 Bolas +1.0 71.50 20.24 Hunting Armour +2.0 136.50 42.00 Steel Armour +0.5 ~153.25 47.94 Alloy Armour +0.5 169.00 54.08 Nanosuits +0.5 ~185.75 60.42 These bonuses are additive, e.g. researching Bolas, Hunting Armour, and Steel Armour would give you a total hunting bonus of 3.5. Expected values are given with the assumption that upgrades above it have already been taken. Hunting mechanics Edit) Furs: Hunting will always give furs. Two random integers are generated and summed up: one from 0 to 79 and one from 0 to (65 * hunting bonus - 1), inclusive. For example, with Bolas and Hunting Armour (giving a total hunting bonus of 3), a random integer from 0 to 79 and a random integer from 0 to 194, inclusive, are generated, and the results summed up. If the hunting bonus is 0, the second integer is always 0. Ivory: Each hunt only has a (44 + 2 * hunting bonus)% chance to give ivory. Ivory acquired is similarly determined by two random integers: one from 0 to 49 and one from 0 to (40 * hunting bonus - 1), inclusive. If the hunting bonus is 0, the second integer is always 0. Unicorns: Each hunt has a 5% chance of giving one unicorn. Gold: In Iron Will mode, each hunt has a 25% chance of giving gold (when the Gold Ore upgrade is acquired). Gold acquired is also determined by two random integers: one from 0 to 5 and one from 0 to (5 * hunting bonus - 1), inclusive. If the hunting bonus is 0, the second integer is always 0. Note: Because of the way the game generates these random numbers, the probability distribution for the second random integer for furs and gold is nonuniform if the total hunting bonus is non-integral. In this case, the upper bound for the second random integer is non-integral, which results in it being possible to generate the next highest integer as well, but with half the chance of being generated as all the other integers. For example, if one has a hunting bonus of 3.5, the second integer generated for furs ranges from 0 to 226.5, meaning it can be any value from 0 to 227, inclusive, but 227 has half the chance of being generated as any single integer 0 to 226, inclusive. Put another way, each integer from 0 to 226, inclusive, has a 2/453 chance of being generated, and 227 has a 1/453 chance of being generated.

Astronomical events Edit) After building your first library, every day there is a 0.25% chance that an astronomical event will be available for observation. Each Observatory you build increases this chance by an additive 0.2%; e.g. with 20 observatories, the chance becomes 4.25% every day. Events last for 30 days. If the Observe button is clicked before this time, the player will receive science, and, upon researching Astronomy, a starchart. If not, the event may still automatically succeed with a chance of 1% per Observatory (flat 25% chance in Iron Will mode). Astronomical events may still happen while previous ones are pending. This will immediately time out the previous event, triggering the check against the automatic success rate. Upon acquiring the SETI workshop upgrade, all astronomical events succeed automatically and silently. Astronomical events give (25 + (Celestial Bonus)) * (1+Science Bonus) Science. Celestial bonus is 5 once you research it, or 15 in iron-will mode.