Part of Phase 4: Village

Energy Systems covers generating village-scale power three ways — wind, water, and steam — plus the electrical regulation that keeps any of it usable and the pre-electric lighting that needs none of it. Two of the articles reference each other directly: Advanced Wind Turbine lists Micro-Hydro Turbine as its prerequisite, and Micro-Hydro Turbine lists Advanced Wind Turbine right back. Neither is a clean starting point on paper; in practice, build whichever resource — wind or water — is actually available on site.

Advanced Wind Turbine, Permanent Magnets, Coil Winding, Generator Building, Charge Controller, and Power Electronics cover wind. Wind power scales with the cube of speed — double the wind, get eight times the power — so siting a 1-5 kW turbine matters more than blade design. Every magnet in a post-collapse turbine gets salvaged, never manufactured, and its strength sets the lightest wind the turbine can still generate in; stator coils for a 12-magnet, 9-coil layout take 60-80 turns of 18 AWG wire each, wound tight, since crossed layers widen the gap and cost voltage. The raw output is wild three-phase AC shifting with every gust, which is what power electronics rectify and a shunt charge controller regulates, always keeping a load to spin against.

Micro-Hydro Turbine, Crossflow Turbine, Hydro Generator, Turbine Design, Generator Coupling, Output Calculations, Efficiency Testing, and Power Measurement cover water. Dropping just 3 meters over 50 meters of run, a stream can power a settlement’s lighting and tool charging around the clock, year-round, in a way wind can’t match. Hydro output follows watts = head x flow x 9.81 x efficiency, so a 3-meter drop and a 5 L/s stream nets about 44 watts — enough to charge a car battery — and a turbine spins at 100-3,000 RPM against a water wheel’s 3-10 RPM, fast enough to drive a generator directly instead of through 100:1 gearing. When a water mill delivers only 40% of the power calculated, efficiency testing is what isolates whether the loss is in the bearing, the gear mesh, or elsewhere.

Voltage Regulation, Power Regulation, Load Control, Flywheel Energy Storage, and Inverter Basics keep generated power usable. Left unregulated, a turbine’s generator lets voltage soar at no load and sag under heavy load, burning out motors and electronics at both extremes, and disconnecting all load from a hydro generator makes it overspeed within seconds — the resulting voltage spike can destroy its windings without a dump load. A flywheel banks energy as the spin of a heavy disc, charging and discharging unlimited cycles with no chemical battery to degrade, and an inverter bridges the gap between the DC a battery stores and the AC a motor or compressor actually needs.

Centrifugal Governor, Governor Design, Throttle Linkage, Valve Gear, and Slide Valve cover keeping an engine’s speed stable. A centrifugal governor’s ball height follows h = g/w², about 110 mm below the pivot at 90 RPM and dropping to 62 mm at 120 RPM, and a dashpot — a 30-50 mm cylinder with a loose piston — is what stops a fast-reacting governor from hunting. A slide valve’s steam lap of just 3-10 mm trades peak power for better efficiency, and a stiff throttle linkage, the connection between the steam valve and whatever moves it, makes the whole system unsafe.

Steam Engine, Boiler Construction, Fire-Tube Boiler, Water-Tube Boiler, Pressure Testing, Safety Systems, Safety Valve, Piston and Cylinder, Piston Rings, and Valve Systems cover steam itself. Steam expands to roughly 1,700 times the liquid water it came from, which is why just 30 psi is already enough pressure to flash that volume in milliseconds if a boiler ruptures — a new boiler gets pressure-tested with water, not steam, because water is nearly incompressible and a hidden weld crack leaks safely instead of exploding. A fire-tube design runs combustion gases through tubes submerged in the water tank and tops out near 200 PSI; routing water through the tubes instead, a water-tube boiler, reaches 100-2,000 PSI. A safety valve is the one part built to fail safely on purpose, opening the instant pressure crosses its set limit.

Pre-Electric Lighting, Candle Making, Oil Lamps, and Gas Lighting need none of the above. An oil lamp needs nothing but a container, a wick, and liquid fuel, a design that has lit human settlements for at least 100,000 years, and town gas, acetylene, and kerosene vapor all lit cities before electricity did, with the Welsbach mantle making gas bright enough to actually compete once electric lighting arrived.

District Heating is the one article that draws on both wind and hydro: one central fire, piped out as hot water through insulated underground lines, Roman-style, can replace dozens of stoves for a village of 30-150 people.

Wind Power

Siting, magnets, winding, and the electronics that tame a turbine’s wild output.

Water Power

Turning a stream’s drop and flow into watts, day and night, year-round.

Regulating and Storing Power

Keeping voltage from burning out what’s connected to it, once or long after generation.

Engine Governors

Keeping a spinning engine’s speed stable under a changing load.

Steam Engines and Boilers

Building and safely pressurizing the engine that doesn’t need wind or water at all.

Pre-Electric Lighting

Light that needs no generation or distribution network at all.

Heat Distribution

Piping one fire’s heat out to replace dozens of stoves.

124 items under this folder.