Workers: Difference between revisions

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There are 3 workers:
There are 3 workers:
* '''[[Coin Worker]]''' ([[Coins]])
* '''Coin Worker''' ([[Coins]])
* '''[[Bits Worker]]''' ([[Bits]])
* '''Bits Worker''' ([[Bits]])
* '''[[Experience Worker]]''' ([[Experience|XP]])
* '''Experience Worker''' ([[Experience|XP]])


Workers are a long-term progression layer: you level them permanently, equip them in slots, and they generate value both while playing and while offline.
Workers are a long-term progression layer: you level them permanently, equip them in slots, and they generate value both while playing and while offline.
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== Idle Cap and Worker Idle Time Download ==
== Idle Cap and Worker Idle Time Download ==
The max idle storage time is extended by the '''[[Worker Idle Time Download]]'''.
The max idle storage time is extended by the '''Worker Idle Time Download'''.


So if you want better offline value:
So if you want better offline value:

Latest revision as of 10:07, 8 March 2026

Workers[edit]

Workers are background generators that produce resources over time.

There are 3 workers:

  • Coin Worker (Coins)
  • Bits Worker (Bits)
  • Experience Worker (XP)

Workers are a long-term progression layer: you level them permanently, equip them in slots, and they generate value both while playing and while offline.

How Workers Work[edit]

Workers have two generation modes:

  • Active generation (while in a run and equipped)
  • Idle generation (while not actively collecting, up to an idle cap)

Their output scales by worker level and by each worker’s learned peak rate for that resource.

Buying Workers[edit]

  • Worker purchase cost: 50 Gems per buy
  • A purchase gives +1 card/level progress to a random non-max worker
  • You cannot directly target a specific worker from the buy button

Workers use the same style of level thresholds as other card-based systems (tiered progression).

Equipping Workers[edit]

Workers only generate run-time active value when:

  • The worker is owned
  • The worker is equipped in a server slot

If not equipped, they do not produce active per-second run output.

Active Generation (during gameplay)[edit]

When equipped, workers periodically convert their current active percentage into real resource income.

Important behavior:

  • Worker output is based on a tracked highest value-per-second baseline
  • This baseline updates as your run gets stronger
  • So worker income improves naturally as your build scales

In short: stronger run economy/combat scaling indirectly improves worker output.

Idle Generation (offline/passive collection)[edit]

Workers also store idle value over time.

When idle value is claimed (or auto-claimed by switching), it converts to:

  • Coins (Coin Worker)
  • Bits (Bits Worker)
  • XP (Experience Worker)

Idle generation is limited by a max idle duration.

Idle Cap and Worker Idle Time Download[edit]

The max idle storage time is extended by the Worker Idle Time Download.

So if you want better offline value:

  • Level workers
  • Increase idle-time download level
  • Keep strong peak rates so percentages multiply a bigger baseline

Practical Priority[edit]

  • Equip at least one worker early for stable passive scaling.
  • Upgrade workers steadily; they are strong over long playtime.
  • Invest in Worker Idle Time Download if you rely on offline gains.
  • Re-check worker details often: active% and idle% both matter.

Quick Summary[edit]

Workers are your passive progression engine:

  • Active income while equipped
  • Idle income while away
  • Permanent level progression
  • Strong long-term value for steady account growth