Indeed. It was one of those things that had been buried in there for so long and that "just worked" (supposedly) that we hadn't reviewed it in years.
For all our later games other than Tidalis (which is laughably light on the CPU, which is the bottleneck in the case of this, believe it or not, since it's a graphics-prepping issue), they all use a framerate-independent style of movement and whatnot. So basically multiplying by the float of Time.deltaTime or similar. But that doesn't work at all for AI War, which needs to be able to have extremely precise deterministic results in order to avoid desyncs in multiplayer.
The other games constantly desync and reconcile and it's fine, because they are either action games (which are ALL based on that model -- FPS games, MOBAs, MMOs, etc), or they are turn-based. Action games have to do this for timing reasons, and it works because there are few enough actors. Turn-based games can be incredibly lazy on networking because even with a lot of actors if there is an extra 100ms of lag for sending extra data between two turns, that is not noticeable. An extra 10ms of lag per cycle in AI War multiplayer, on the other hand, is very noticeable.
So basically:
1. Turn-based games are easy to network, relatively speaking.
2. Realtime action games are super hard to network for reasons of syncing them and doing client-side prediction and resolving disputes between clients that come up with slightly different results, etc.
3. Realtime strategy games are super hard to network because they have to work in lock-step with no desyncs at all, because there is vastly too much data to do resync checks on in any reasonable interval (or even at all, really). Particularly so with AI War.
That means that the nature of a "cycle" with AI War is a granular, indivisible sort of a thing, while the later games have cycles which are variable in length and number. If you have a strong PC and I have a weak one, you might have 120 cycles per second while I have 20 cycles per second, but we both come out with approximately similar results. AI War and other strategy games require that we have the same number of cycles per second, although that doesn't affect non-sim-affecting stuff like draw calls, the HUD, zoom, unit selection, etc.