This feature is still under development.

The idea is to have the system execute a workflow automatically, some period of time after an initial trigger. Example workflows include:

For example, the trigger could be ‘on earn’ of a resource. Thus, when a resource is added to the player or location inventory, this workflow is triggered (as if clicked by a user) and waits ‘duration’ seconds (or turns i suppose) before executing the workflow.

Duration is use similar to user-triggered workflows, so we just need a way to identify a workflow as being system-triggered.

Maybe a ‘sys_trigger’ enum, with values like Location Earns Resource, Player Earns Resource, Either Earns Resource, Resource is Destroyed, etc. Default is 0 - Not System triggered.

You can create or edit any workflow by giving it a delay time. By doing so, the workflow no longer renders as an interaction for users, and is instead triggered by the system when the timer runs out.

Use this if you want to add a component to the game but have it removed again after a certain period of time. This could be adding a spell invocation that has a limited duration, or adding a component that player has limited time to interact with.

Another use could be to trigger random events. Building a new structure could start a timer and add an enemy after 30 seconds.

What triggers the timer: