While breaking down our game logic into GLOs I found the need for an universal time which is the same on all slices. Many operations are based on time and it needs to be ensured that the time on all slices is the same to make those calculations possible. If the time on different slices are not synchonized calculations using time would be dependent on which slice they are performed and some strange situations might occur where the time seems to go backwards. A simple solution to this would be a precise global time which you could access through the SimTask object instead of requesting the system time of a slice.
Ragosch