Player guide
Energy System
Understand the resource that limits many character actions.
On this page
The basic rule
Energy is a per-character action budget. It regenerates by 2 points at the top of every hour and stops at 100. An action that would take your character below zero is rejected, so the displayed cost is a real requirement rather than a suggested amount.
Planning your day
Reserve Energy for actions with deadlines, such as a campaign window or festival application. Routine development can wait for the next regeneration. Switching characters does not pool their Energy; each character has a separate balance.
Why an action may still be blocked
Having enough Energy does not bypass the other rules. An action can also require cash, ownership, the correct career, an active season, or an open filing or event window.
Mechanics
How results are calculated
These rules come from the game calculation. Live market values and event-specific settings can still change the final result where noted.
Natural recovery
Rule
Current Energy + 2 each hour, up to a maximum of 100.
- Recovery happens at the top of the hour.
- A character at 99 reaches 100, not 101.
- Spent Energy is deducted atomically, so two simultaneous actions cannot both spend the same points.
Worked example
A character at 42 Energy will have 54 after six hourly recoveries, provided no other Energy is spent.
Common action costs
Rule
Actions have fixed Energy costs, but the cost differs by system.
- Practice one skill point: 5 Energy.
- Release a song: 10 Energy.
- Perform a gig: 30 Energy.
- Found a company: 20 Energy.
- Court investors or hold a fundraiser: 50 Energy.
- Run a rally: 20 Energy; run an advertisement: 5 Energy; commission a poll: 10 Energy.
- Scout a free agent: 5 Energy; negotiate a free-agent contract: 10 Energy; train a roster player: 50 player Energy.
Want guided next steps?
Tutorials track your progress and guide your first actions.
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