I don't have a mobile to test this.
But wouldn't the use of the condition "every X seconds" still work in that case ?
If you want your turn to be 30 seconds long, use a "Every 30 seconds" event.
At worst try "Every 1 second" to add 1 to a global variable. When its value is equal 30, you have your 30 seconds. (or whatever time you want/need)
Once again I can't test this by myself to see if a "bloated" mobile acts as I would expect or as you described.
You could also use your own manual dt, testing the FPS value each tick, and "creating" your own dt variable to add to the timer.
There are some workarounds possible I hope.
Ashley, your thoughts ?
Nope it wont work because the game will run in 'slow motion' below 10FPS, so if you use an action like every 10 seconds, it will trigger after more than 10 seconds because the dt can't get bigger than 0.1(10FPS)
Please take a look at the link I sent above that explains the minimum framerate and you will understand ;)
You also suggested to use every 1 second to add 1 value to a global variable. Also that won't work because it wont trigger at 1 second the action, because the game is running in slowmotion the action will trigger after more than 1 second and then the global variable wont increase every second.
Hope you understand ;)