Sovereignty Module: Harness the Forces

Complete Energy and Power: From Fire to Electricity
Energy multiplies human capability. This campaign covers fire, biomass, water power, wind power, animal power, steam, and basic electricity.
Chapter 1: Energy Sources Comparison
| Source | Availability | Power Output | Consistency | Complexity | Fuel Cost |
|---|---|---|---|---|---|
| Human muscle | Universal | 75-100 watts sustained | Continuous (with rest) | None | Food |
| Animal power | Where animals available | 500-1000 watts (horse) | 6-8 hours/day | Low (harness) | Feed |
| Wood/biomass fire | Where trees/plants grow | Variable (heating, cooking) | On-demand | None | Labor (cutting) |
| Charcoal | Where wood available | Higher heat than wood | On-demand | Low (production) | Labor |
| Water wheel | Flowing water | 1-50 kW (depending on head/flow) | Continuous (if water flows) | Moderate-high | None (free) |
| Windmill | Windy areas | 1-10 kW (depending on size/wind) | Intermittent (wind-dependent) | Moderate-high | None (free) |
| Steam engine | Where fuel + water available | 1-100+ kW | On-demand (if fuel available) | Very high | Fuel (wood/coal) |
| Biogas (methting) | Where organic waste available | 1-5 kW (household digester) | Continuous (if fed) | Moderate | Organic waste |
| Hydroelectric | Flowing water + generator | 1-100+ kW | Continuous | High | None (free) |
Chapter 2: Water Power
| Type | Head (ft) | Flow Needed | Output | Complexity | Best For |
|---|---|---|---|---|---|
| Undershot wheel | 0-5 | High flow, low head | 1-5 kW | Moderate | Flat terrain, rivers |
| Overshot wheel | 10-30 | Moderate flow | 2-20 kW | Moderate-high | Hilly terrain, streams |
| Breastshot wheel | 5-15 | Moderate flow | 2-10 kW | Moderate | Moderate terrain |
| Turbine (Pelton) | 30-1000+ | Low flow OK | 1-100+ kW | High | High head, small streams |
| Turbine (crossflow) | 5-100 | Moderate flow | 1-50 kW | High | Medium head |
| Ram pump (no power output) | 3+ | Moderate flow | Pumps water uphill | Low | Lifting water without power |
Overshot water wheel (most efficient): 1) Dam or weir diverts water into channel (headrace). 2) Channel delivers water to top of wheel. 3) Water fills buckets on wheel rim. 4) Weight of water turns wheel (gravity power). 5) Water empties at bottom into tailrace. 6) Wheel shaft connects to machinery (mill, saw, hammer, generator). Efficiency: 60-90% (best of all water power types). Size: 10-20 ft diameter typical. Output: 2-20 kW depending on head and flow.
Chapter 3: Wind Power
| Component | Function | Materials | Size (typical) |
|---|---|---|---|
| Blades/sails | Catch wind | Wood, canvas, sheet metal | 6-20 ft span |
| Hub | Connects blades to shaft | Wood or metal | 1-2 ft diameter |
| Main shaft | Transfers rotation | Iron or hardwood | 2-4 inch diameter |
| Tower | Elevates blades above obstacles | Wood frame or stone | 20-60 ft |
| Tail/vane | Points blades into wind | Wood + sheet metal | 4-8 ft |
| Gearbox | Changes speed/torque | Wood or metal gears | Varies |
| Generator (if electric) | Converts rotation to electricity | Magnets + copper coil | Varies |
Simple wind turbine: 1) Tower (20-40 ft, wooden frame or pipe). 2) Blades (3-4, carved wood or sheet metal, 4-8 ft each). 3) Hub (bolted to shaft). 4) Shaft (horizontal, in bearings). 5) Tail vane (keeps blades facing wind). 6) For mechanical: shaft connects to pump or mill via gears. 7) For electrical: shaft spins permanent magnet generator (car alternator works). Output: 200-2000 watts in moderate wind (12-20 mph).
Chapter 4: Steam Power
| Component | Function | Materials | Difficulty |
|---|---|---|---|
| Boiler | Heats water to steam | Iron/steel (pressure vessel) | Very high (safety critical) |
| Firebox | Burns fuel to heat boiler | Brick + iron | Moderate |
| Cylinder | Steam pushes piston | Cast iron, machined | Very high |
| Piston | Converts pressure to motion | Iron, fitted to cylinder | Very high |
| Flywheel | Smooths power delivery | Heavy iron or stone | Moderate |
| Governor | Controls speed | Spinning weights | Moderate |
| Condenser | Recycles steam to water | Copper tubing + cooling | Moderate |
Steam engine principles: 1) Heat water in sealed boiler → steam. 2) Steam pressure (50-150 PSI) pushes piston in cylinder. 3) Valve alternates steam to each side of piston (double-acting). 4) Piston rod connects to crankshaft via connecting rod. 5) Flywheel smooths rotation. 6) Governor controls fuel/steam to maintain speed. 7) Exhaust steam condenses back to water (recycled to boiler). WARNING: Boiler explosions are extremely dangerous. Pressure vessels require skilled construction, safety valves, and regular inspection.
Chapter 5: Basic Electricity
| Component | Function | How to Make | Difficulty |
|---|---|---|---|
| Generator | Motion → electricity | Magnets spinning inside copper coils | High |
| Battery (voltaic) | Chemical → electricity | Zinc + copper + acid/salt water | Moderate |
| Wire | Conducts electricity | Drawn copper or iron | Moderate (drawing) |
| Switch | Controls circuit | Two contacts + lever | Low |
| Lamp (arc) | Light | Two carbon rods + gap | Low (but bright/hot) |
| Motor | Electricity → motion | Coils + magnets (reverse generator) | High |
| Transformer | Changes voltage | Two coils on iron core | Moderate |
| Resistor | Limits current | Nichrome wire or carbon | Low |
Simple generator: 1) Permanent magnets (salvaged or natural lodestone). 2) Copper wire coil (many turns, insulated). 3) Spin magnets near coil (or coil near magnets). 4) Changing magnetic field induces voltage in coil. 5) Faster spin = more voltage. 6) More turns = more voltage. 7) Connect to water wheel or windmill for continuous power. A car alternator is a complete generator — just add mechanical power.
Reference Card
- Water power is king (continuous, free, high output — if you have flowing water, use it). 2. Wind is free but intermittent (need storage or backup for calm days). 3. Wood is universal fuel (but forests deplete — plant more than you burn). 4. Steam multiplies everything (but boilers are dangerous — safety first). 5. Electricity is the ultimate multiplier (light, heat, motors, communication). 6. Match source to need (don't build a steam engine to pump water if gravity works). 7. Efficiency matters (overshot wheel 85% vs. undershot 30% — design well). 8. Store energy (batteries, elevated water, compressed air, flywheel — for when source stops).