My prototype used the calendar update code, but over rides the calendar update and makes it a passive update, only called when the actual date is meant to be displayed. I rmade an event list in the initialization routine that sets the calendar and it fires a message off every ### amount of ticks (game hours) where-ever I am, and keeps consistent enough from system to system.
If I wanted I could have an organic weapon that grew more powerful over time.
If I wanted I could have a time delay trap effect.. or even worse, tribbles! that bred insane amounts until cargo was stuffed.
Rather than running all that code to generate an active real time date every hour (120 ticks) as the calendar was set up, I now simply increment the ticker and check the eventList for any timestamps that are equal to the ticker. If an event is found, it gets performed right there during the update.
I can add an event to the event list with script from anywhere, and it can perform an active or passive function. Messages are running- for instance, I can have Eridani station set a message to occur for hours down the road- even if I am fighting Dwarg at the time.

This post is to introduce the idea to you all, and to see if anyone has some ideas on what types of things to do with a global event manager. i am a little while from releasing a playable version, but have the core created.
This method can adjust trade or fuel prices over time, it can evolve items, it can set revenge counters and summon enemies, traps, tricks or any assortment of interesting effects can be created. It can call an OnFireEvent to call any other event in the game, and be set by an easy method of passing the delay in with optional additional parameters.
In essence, this counter can run any concept that requires a 4 second delay or more. It is consistent system to system, and can therefore be used to promote missions and other more complex situations.
Let me know what features you would like included, or what you might like to see this concept do.