Implemented
Character Energy
Energy is character-local and controls whether physical activities can begin.
Meaning
Energy is character-local and ranges from 0 to 100. It measures immediate ability to begin physical activities; it is not Health, sleep, weight, or an item.
States
- 1–100: active positive Energy.
- 0: EXHAUSTED.
Spending Rule
Activities require enough Energy for the full cost and can never create negative Energy. Daily drain also clamps at zero.
Housing Energy
Energy does not regenerate naturally. An active residence grants a daily level-based bonus at 07:00, capped at +15 for a maximum-level house. State Apartments grant the minimum bonus.
Current Costs
- TOWN ESCORT: 5 Energy
- TOWN DISPUTE: 5 Energy
- TOWN RECOVERY: 8 Energy
- TOWN PATROL: 10 Energy
- TOWN ROBBERY: 8 Energy
- TOWN INTIMIDATION: 6 Energy
- PRODUCTION: 2 Energy
- STATE RECONSTRUCTION LABORER: 2 Energy
- STATE SUPPLY YARD: 3 Energy
- STATE ROAD MAINTENANCE: 4 Energy
- STATE RAILWAY RECONSTRUCTION: 6 Energy
- CITIZEN CARPENTRY HAND: 5 Energy
- CITIZEN MASONRY HAND: 8 Energy
- CITIZEN RAILWAY MAINTENANCE: 12 Energy
- CITIZEN WORKSHOP ASSISTANT: 20 Energy
- EDUCATION: 3 Energy
- GARDENING PLANT: 2 Energy
- GARDENING HARVEST: 2 Energy
- HOUSE CONSTRUCTION: 10 Energy
- HOUSE UPGRADE: 10 Energy
Restoration
One Household Provision restores one Energy. See Provisions for manual restoration, daily Auto Supply, and the ledger.
Health, Energy, Stamina and combat stats
Profile > Combat & Standing shows current combat values. Attack influences damage, Defense reduces incoming damage, Accuracy improves hit chance, Evasion avoids attacks and Critical improves the chance of a stronger hit. Wearable gear and the equipped weapon's discipline modify these values.
- Energy pays for starting real contracts and manual production. Refill it through Character > Provisions. It is separate from encounter Health and Stamina.
- Health is the damage you can withstand. Each new encounter starts with its own Health and Stamina; temporary injuries can penalize character stats.
- Stamina pays for turn actions. Guard and Second Wind recover it during a fight; Provisions do not refill encounter Stamina.
- Blunt Weapons and Polearms have separate discipline XP and levels. Character Level, Social Status and weapon discipline are three different forms of progress.
Production queues and physical work
In Business > Production, select the workshop operator and start an unlocked recipe. Each queued batch contains 1–5 recipe runs. Inputs and operating costs are committed when the batch starts; refresh does not charge again. Queues are finite and run sequentially on saved server time, including while offline.
- Manual production costs 2 Energy per queued batch. While the character operates the queue, they cannot depart for Town encounters or start conflicting physical work such as Gardening or house construction.
- An employee runs the queue without spending the owner's Energy. Wages are prepaid for every recipe run; the owner can take Town contracts while the employee works.
- Completed output remains owned in the workshop, including offline and without Account Storage. New batches reserve room. A full collection destination leaves the goods READY. The progress display uses saved production times.
- Manual completion awards 5 Character XP per recipe run to the responsible character. Employee-operated production does not award owner XP.
- Choose one run for the first voucher-supported batch. Starting a larger batch uses the normal operating cost and consumes the first-batch benefit.