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Inventory

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Money balances, raw materials, finished products and the game shares you hold.

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Lesson 6 of 10 0/5 correct this lesson
6

Eating and drinking for energy

Cigars, drinks and food restore energy on the spot. · 11 min read

Remember from the Home chapter that energy is the fuel for nearly everything you do in your town - clearing, building, producing, all of it draws on the same bar. Remember too that energy regenerates at just 1 point per hour, and that it tops out at a ceiling of 1000. That slow hourly trickle is deliberate, but it can feel frustrating when you are full of plans and your bar is sitting low. This lesson is the good news you have been waiting for: you do not only have to sit and wait for the trickle. Three of your product families are consumables - cigars, drinks and food - and consuming one of them is the main way to top up your energy on the spot, without watching the clock for hours. It turns energy from something that happens to you into something you can steer.

The idea behind it is wonderfully simple, which is exactly why it is so satisfying to use. Each consumable unit carries a fixed amount of energy baked right into it, decided in advance. When you consume that unit, it pours its stored energy straight into your bar. One moment you have a burger sitting in your stock and a half-empty energy bar; the next moment the burger is gone and your energy has jumped upward. It really is that direct - there is no waiting, no delay, no catch. Think of it exactly like eating a snack when you are tired in real life and feeling the lift almost at once. Your stock goes down by one, your energy goes up, and you get straight back to whatever you wanted to do.

How to do it

  1. Open your Inventory and go to the Products tab.
  2. Find a cigar, drink or food item that you have in stock.
  3. Consume it. One unit leaves your stock, and your energy jumps up immediately.

How much energy you gain is fixed per product and shown right there on the item, so you always know exactly what you are getting before you commit to using it - there are no hidden surprises. As you would naturally expect, a hearty meal restores more than a quick snack; the bigger, grander items in each family give back more energy than the humble ones. The gain is instant, and the only thing capping it is your 1000 energy ceiling. If a meal would push you past 1000, you simply fill to the top and the rest is lost - you cannot bank energy above the cap, so it is wise not to over-eat when your bar is already nearly full. A small habit saves that waste nicely: spend some energy on building or production first, opening up room in the bar, and only then top back up with food, rather than eating while your bar is already brimming over.

Because the value is printed on each item, you can plan a top-up with real confidence. When your bar is sitting low and you can see a meal that restores a good chunk, you know roughly where you will land before you take a single bite - no guessing, no nasty surprises. And since collecting your goods and starting production both cost energy, a quick bite at the right moment can be the very difference between getting one more job done right now and being stuck waiting hours for the slow hourly regeneration to catch up. That is the real gift of consumables: they put the timing back in your hands. You decide when you have energy, instead of the clock deciding for you, and for a busy new player eager to make progress, that control is worth a great deal.

The once-a-day rule per type

There is one important rule that shapes how you use consumables, and it is the thing new players most often misunderstand, so let us be very clear. You can consume each item TYPE only once every 24 hours. That means you cannot eat ten of the same burger in a row to refill your bar - once you have had a burger, that particular type is on cooldown for the day. But here is the part that makes it work: the limit is per type, not overall. So you absolutely CAN eat one burger, drink one beer, and smoke one cigar all at once, because those are three different types, each with its own daily cooldown.

Picture an ordinary day to see how this plays out. You wake your town up, and your energy is a bit low. You eat one burger - lovely, a chunk of energy back. An hour later you want more, but the burger is on cooldown, so reaching for a second burger does nothing for you. Instead you drink a beer - a different type, fully available - and your energy climbs again. Later still you smoke a cigar, a third type, for another lift. Three different items, three separate top-ups in a single day. The cooldown never stopped you getting energy; it only stopped you leaning on the same item over and over. That is the whole rule, and once you see it this way it stops feeling like a restriction and starts feeling like a gentle nudge toward variety.

Variety beats quantity

Because each item type can only be consumed once per 24 hours, the way to have more energy available on demand is to keep a VARIETY of consumables in stock, not a tall stack of just one. A pantry holding a few different foods, a couple of drinks and a cigar or two gives you far more energy to call on in a pinch than a thousand identical burgers ever could.

So consumables are your "I need energy right now" button, and a wonderfully reliable one: the lift is instant, it is generous, it is capped only by your 1000 ceiling, and it is limited to one of each type per day. Hold a good spread of different consumables around your town and you will rarely find yourself stuck waiting on the slow hourly trickle when there is work you want to do. Make a habit of keeping a few foods, a couple of drinks and a cigar or two on the shelf, and you will always have a top-up within reach. Next we turn to the other side of the same coin - clothes and jewelry. These do not hand you a burst of energy at all; instead, they work in the background to quietly speed up how fast that hourly trickle refills, and understanding both halves will let you keep your energy bar working for you almost all the time.

Lesson quiz — 5 questions

Each correct answer pays a random 0.0001–0.0005 gold; a wrong answer forfeits the same stake to the game fund (never more than you hold).

1.Which family is NOT a consumable?

+0.0001–0.0005 gold

2.Consuming a food item gives you...

+0.0001–0.0005 gold

3.How often can you consume the same item type?

+0.0001–0.0005 gold

4.When you consume one unit, it...

+0.0001–0.0005 gold

5.To restore a lot of energy in one sitting you should...

+0.0001–0.0005 gold