Hours run into days, days run into months, months run into years.
There are a few problems with the way time is handled in fortress mode, specifically the way it interacts with the natural cycles. I wanted to list a few in one place, to kind of put brackets on the problem.
1: Hauling 101: As it stands, it takes many times longer to haul the rock out of a shaft than it does to cut it into a useable tunnel. Something like days or months to a few minutes. That's like dynamite...
2: Walking 101: even in a well constructed mine it takes several days to walk to the bottom. when mining out your map, it's more a factor of how far away from the fort than how hard the rock is. I've had it so that a poorly constructed mine has dwarves mining 3 squares before they're done for the day because they had to walk that deep.
3: Trading 101: Traders take something like a week to cross the map to your depot, and it often takes a few weeks to carry everything to the depot from the storehouse right next to it.
4: Combat 101: Skirmishes takes weeks from when the creatures are first discovered to when dwarves first arrive on the scene.
5: Food 101: A dwarf likely only has to eat once or twice a growing season, if that. With travel times such as they are, walking back to the dining room from their work area can take longer than actually growing the food.
6: Combat vs Trade: As it stands, it's hard to manage time between sieges and ambushes and traders. Ambushes arrive at the same time as caravans, and even if they didn't, the time an ambush takes and a caravan takes means overlap is almost inevitable. Is these reasonable?
Hmm, I sound like I'm bitching more than I really am. What I'm trying to do is establish that the time taken traveling, eating, and sleeping is on a completely different scale from the time taken mining, crafting, farming, and generally doing things in the world. For sleeping and eating, this is countered by lowered need for food and long times between eating. For walking, this isn't countered by anything, leading to the difficulties mentioned above (poor seperation between 'at war' and 'at peace' being the primary difficulty at the moment.) With time the way it works now, we have only a single slot (winter) to insert a caravan before we have to start stacking them up. It's impossible for farmers to train at arms during the winter and summer, because they're too short. Etc etc.
The advantage to the compressed time structure is that everything happens at a human pace. You can watch your mine being dug, while at the same time, the dwarves move at an observable pace.
It just feels like we're bumping up against the limitations of the simulation without some ability to dilate the timeframes some. (no ability to war in the summer and return home for the harvest, for example.)