}
// Initialize times for extraneous events
game.future[FSNOVA] = game.state.date + expran(0.5 * intime);
game.future[FTBEAM] = game.state.date + expran(1.5 * (intime / game.state.remcom));
game.future[FSNAP] = game.state.date + 1.0 + Rand(); // Force an early snapshot
game.future[FBATTAK] = game.state.date + expran(0.3*intime);
}
// Initialize times for extraneous events
game.future[FSNOVA] = game.state.date + expran(0.5 * intime);
game.future[FTBEAM] = game.state.date + expran(1.5 * (intime / game.state.remcom));
game.future[FSNAP] = game.state.date + 1.0 + Rand(); // Force an early snapshot
game.future[FBATTAK] = game.state.date + expran(0.3*intime);