Or contact me and I'll explain how you can run the UI on a separate thread from the game logic to hide the fact that your game stalls so long that Windows thinks it crashed anytime you try and skip time on decently populated save.
Not that you'd need to do something like that if your game didn't borderline crash anytime you skip time. It won't help, but at least you won't see "Not responding!" and the screen turning grey each time you skip a day.
Edit: Also, I'm being heavily sarcastic when I say "decently populated save." Even in my drunken prototyping I've been doing lately I'm dealing with thousands of NPCs across a dozen maps with a few million map cells. Imagine making a game as simple as this and having your system stall to unreasonable levels with only a few hundred NPCs... I'd have to drink even more than normal.
Not that you'd need to do something like that if your game didn't borderline crash anytime you skip time. It won't help, but at least you won't see "Not responding!" and the screen turning grey each time you skip a day.
Edit: Also, I'm being heavily sarcastic when I say "decently populated save." Even in my drunken prototyping I've been doing lately I'm dealing with thousands of NPCs across a dozen maps with a few million map cells. Imagine making a game as simple as this and having your system stall to unreasonable levels with only a few hundred NPCs... I'd have to drink even more than normal.