Thanks for your kind words! :)
If it's helpful, here are some thoughts on why Hive Time doesn't have time controls.
I experimented with time controls very early in development and found that it made it more difficult for players to observe the hive's details, which in turn affected how much room there was for being thoughtful about the impact of management decisions as well as how responsive players could be to unfolding situations (all of which are key to the game's intended experience in my eyes).
In most situations, there are ways that the game's management systems expose ways of speeding things up (eg: rebalancing population diversity to help research finish sooner or using pollination to increase pollen/nectar throughput). Time controls also seemed like they would take away any time that players could use to experiment and discover these sorts of things. In the end, leaving room for players to engage with gameplay to optimise their experience felt like the right thing to do.
Time controls are common in management sims, so I definitely understand that many players will expect them and be disappointed when they're not available. Hive Time intentionally bucks or subverts a number of genre conventions, and it's my hope that I've found ways to make it approachable and enjoyable for players regardless.
Hope that sheds some light!