What is the best way to speed up an RTS game?

Im using Blueprints for my dissertation project. (My degree is game design so im not fluent with C++)

Im creating a Nature simulation RTS game.

So far I have a lot of stuff working basically using events bound to timers that are set to loop every second.This includes things like: Decay Rates, Reproduction Rates, Gestation Lengths, Age etc.

I have an in game time system, that essentially allows me to speed up and slow down time by taking the games time unit and multiplying it by a float named “GameSpeed”

I want to be able to make the Timers adjust to the game speed. So that all those things mentioned before happen a lot faster if game speed is faster.

I am currently using an event dispatcher to update the game speed variable across all actors. (The timers use a Time Unit (1.0) Multiplied by the game speed)

But when the game speed is increased either nothing happens or it happens so fast that its missing checks for the events. Ive tried everything I can think of including scaling the time scale down. But Im not getting any better results.

Would anyone know a way to make this update correctly and accurately? I was told to have a master time keeper and reference back to that to compare time stamps. But that hasnt made a difference but if anything is worse somehow…

P.S. I should have mentioned. Things do get faster but its not consistant or accurate enough. Its fairly random. When an object is supposed to do something after a length of time like say give birth after the gestation counter reaches 0, its sometimes skipping it altogether. Even if I have <=0 in there.