Human Power

Human Power is the starting source and a special case: no EC cost, no charge controller (direct to the DC Bus), no degradation, and no maintenance. It is a source, not shared infrastructure.

Tiers and stacking

Tiers unlock on lifetime kWh generated rather than research — the only source that works this way. Buying a newly unlocked tier does not replace the previous device — it stacks: every owned device (max one per tier) keeps generating its passive output forever, and only the newest (highest-tier) owned device responds to active-boost clicks.

Each new tier doubles base load. Starting configuration: shake flashlight only. There is no Human Power research area.

Active boost

Clicks augment generation: active kW is added on top of passive output while the boost is live. Boost is binary — clicks do not stack or multiply — and each click extends it by a fixed window sized so steady clicking keeps it continuous. One click can be banked during an active boost to auto-apply when the timer reaches zero.

Fatigue

A stamina pool drains while boosting and regenerates while idle; emptying it disables boosting until stamina partially recovers. Fatigue timers use real-world time, scaled with game simulation speed.

Controls

  • Mobile (Android/iOS): touch-based controls for active Human Power generation.
  • PC: mouse/keyboard controls for active Human Power generation.

Base load

Starting base load is half of passive shake-flashlight output. Each new Human Power tier doubles it. Active parallel research adds a further percentage per active project beyond the first. Parallel research level does not change this — only the count of currently active research toggles.

See Economics.