Hello, Ferma, you wrote: F> Here to take for example known game Zaporozhye. You there put plants which start to grow at once but which through N dry up hours, feed animals who get hungry through M days, build any barns and sheds from which it is possible to remove profit through P hours. How there is synchronous control of set of such events? When to any object the job the object is translated in other state (it still is exposed it is necessary to select the necessary picture/animation), and to it time when the job will be completed is exposed. Even in a case jobs all becomes under the same circuit. Time considers not the server, it is considered by the client. It collects all objects with installed time, sorts, and on the nearest event on time exposes the timer. When the timer worked, the action connected to the job (for example, output ) is fulfilled. It is possible to send at once action on the server, it is possible to accumulate them and to send packs. The server needs to check up only that action can be fulfilled at the appointed time, and to save a new state.