You should leave your question up so other people who have the same question can read it.
The status bar will always show countdown to current production tick or cycle end. You can see how long a cycle is on the leaderboard under the title. Custom games can have different cycle lengths.
Every cycle, on the production tick, you get income. In a standard game 1 tick = 1 hour and the terms can be used interchangeably.
Continuing in more detail than you probably want:
The time system is one of the things which could really be improved. Right now there’s 3 or 4 different ways of talking about time.
- Real world time
- Virtual/in-game “Hours” (when the game says things happen)
In normal speed real time games 1, 2 and 3 are kind of the same. In turn based games 2 and 3 are the same with people generally talking about things happening in “hours” to mean “virtual hours” or ticks. In double speed real time games 1 and 2 are the same.
In turn based games, using the normal setup, “in 2 turns” means after 16 “virtual hours” and 16 ticks, but real world time of probably several days.
If you play a double speed real time game, in “8 real world hours” is 16 ticks, so 16 “virtual hours” pass? No, the timers are in real world time. A fleet arriving in “8 hours” arrives in 16 ticks. The same event in a turn based game would be “in 16 hours”.
The events screen is one of the places which shows an entirely consistent time. It will always show the tick something happened. So if you are in your third day of a standard real time game you are likely to see events with numbers near 60 meaning they happened 60 ticks after the start of the game.
Solution: Replace everything with ticks.
In real time games have a “Next tick in X minutes” in turn based games have a “turn deadline at X”.