
In the middle part of the tick, the main module is executed (along with the modules required from it). Take note that any changes in these properties, appearing of new objects, and dismantling of old ones will happen only at the start of the next tick. In the beginning of the tick, there is a certain game situation: different game objects with some property values. We will now analyze the tick execution mechanism with conditional dividing it into beginning, middle, and end stages. It is important to understand that this loop is turn- and multiplayer-based: the next tick (next Game.time value) begins only after the full execution of all main modules of all players. Generally, ticks run in an infinite loop of your main module. It is a global counter that increases during the entire game lifespan. The number of the current tick is stored in the Game.time property.

The game time is essentially a number of game "ticks" (or turns, cycles) that have passed since the start of the game servers.
