Alan's City
This city is email-verified
Year Day Season Citizens Logs
A-Z 11598 68 winter 9909
total area
Pollution
total area
Housing
total workers
Jobs
food capacity
Food capacity
minus consumed food
Daily Food Consumption
total area
Money
plus total area
Daily Tax Income
minus daily cost
Daily Cost
total energy
Energy
total area
Area
total sprawl
Sprawl
total crime
Crime
total fun
Fun
total culture
Culture
total health
Health
-1.47k/day 201/10.11k 0/9420 339200 9920 $9.631G $585.31k $175.855k 300/400.95k 9.948k/42.33k 50 0 3.439k 534 2.91k

Job/tax levels

Level 0 1.0
10 citizens
4045 total jobs
0 available jobs
Level 1 1.0
18 citizens
1191 total jobs
0 available jobs
Level 2 1.0
0 citizens
1102 total jobs
0 available jobs
Level 3 1.0
1 citizens
1082 total jobs
0 available jobs
Level 4 1.0
0 citizens
1560 total jobs
0 available jobs
Level 5 1.0
9880 citizens
440 total jobs
0 available jobs

Sanctions

Combat

transit

Build transit to add area to your city. Area is required to build most other buildings.

roads

size

1
Produces:
area

25
health

-1
pollution per pop

0.01
sprawl

10
0

highways

size

2
Produces:
area

50
health

-4 (+1)
pollution per pop

0.02
sprawl

20
0

airports

size

3
Requires:
energy

150
lvl 0 workers

10
Produces:
area

100
health

-2
pollution per pop

0.03
0

bus_lines

size

1
Requires:
money

30
lvl 0 workers

10
Produces:
area

50
health

-2
sprawl

3
0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

40

has enough workers to operate has enough money to operate
operational
total area 40k
40k area generated
total sprawl 40
40 sprawl generated
total profit 2.4k
2,400 profit
total workers 400/0
400 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

115

operational
total health 345
345 health generated
total area 1,150
1,150 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

118

operational
total health 118
118 health generated
total area 1,180
1,180 area generated

gas_stations

size

1
Requires:
area

2
energy

10
money

10
oil

1
lvl 0 workers

5
Produces:
gas

10
pollution

1
Stores:
gas

100
0

housing

Housing is required to retain citizens — otherwise, they'll die. Housing requires energy and area; if you run out of energy, you might run out of housing rather quickly!

huts

size

1
Requires:
area

1
Produces:
housing

1
sprawl

1

10

has enough area to operate
operational
total area -10
10 consumed
total housing 10
10 housing generated
total sprawl 10
10 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5
0

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3
0

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1
0

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15
0

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12
0

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

1

has enough energy to operate has enough area to operate
operational
total area -20
20 consumed
total housing 100
100 housing generated
total energy -150
150 consumed
total pollution 50
50 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

20

has enough energy to operate has enough area to operate
operational
total area -2,000
2,000 consumed
total housing 10k
10k housing generated
total energy -10k
10k consumed consumed
total pollution 2k
2,000 pollution generated

energy

Energy buildings produce energy when they're operational. Energy is required to operate most other buildings. You need citizens to operate most of the energy buildings.

coal_plants

size

5
Requires:
area

5
money

10
lvl 0 workers

5
Produces:
energy

2000 (+1000)
health

-10
pollution

30

1

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -10
-10 health generated
total area -5
5 consumed
total energy 3,000
3,000 energy generated
total pollution 30
30 pollution generated
total profit 40
40 profit
total workers 5/0
5 workers employed at level 0

natural_gas_plants

size

1
Requires:
area

15
money

20
lvl 1 workers

5
Produces:
energy

2000
health

-5
pollution

15
0

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

47

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -235
235 consumed
total energy 28.2k
28.2k energy generated
total profit 7.99k
7,990 profit
total workers 470/1
470 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-150)

45

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -225
225 consumed
total energy 15.75k
15.75k energy generated
total profit 17.55k
17,550 profit
total workers 450/2
450 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

60

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -600
600 consumed
total energy 300k
300k energy generated
total profit 18k
18,000 profit
total workers 600/3
600 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+200)
water

10

45

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -450
450 consumed
total energy 54k
54k energy generated
total water 450
450 water generated
total profit 7.65k
7,650 profit
total workers 225/2
225 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000
0

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

34

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -340
340 consumed
total pollution -3.4k
-3,400 pollution generated
total profit 107.1k
107,100 profit
total workers 340/5
340 workers employed at level 5

education

Education buildings will, once a year, move citizens up an education level. This allows them to work at buildings with higher job levels, and make more money (and you, too, through taxes!

schools

size

2
Requires:
area

5
energy

600
money

10
lvl 0 workers

10
Produces:
education lvl 1

50

6

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational

17

has enough workers to operate requires energy to operate has enough area to operate has enough money to operate
needs energy to operate
total area -30
30 consumed
total energy -3,600
3,600 consumed
total profit 540
540 profit
total workers 60/0
60 workers employed at level 0

middle_schools

size

3
Requires:
area

8
energy

800
money

40
lvl 1 workers

10
Produces:
education lvl 2

30

23

has enough workers to operate requires energy to operate has enough area to operate has enough money to operate
needs energy to operate

high_schools

size

3
Requires:
area

10
energy

800
money

70
lvl 2 workers

10
Produces:
education lvl 3

20

25

has enough workers to operate requires energy to operate has enough area to operate has enough money to operate
needs energy to operate

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

24

has enough workers to operate requires energy to operate has enough area to operate has enough money to operate
needs energy to operate

research_labs

size

2
Requires:
area

30
energy

800
money

200
lvl 4 workers

10
Produces:
education lvl 5

5

24

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -720
720 consumed
total energy -19.2k
19.2k consumed consumed
total profit 33.6k
33,600 profit
total workers 240/4
240 workers employed at level 4

resources

Resource buildings are ways to generate in-game resources. Some regions have unique resource buildings.

lumber_yards

size

5
Requires:
area

25
energy

1900
money

250
lvl 1 workers

10
Produces:
wood

5
Stores:
wood

500

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -25
25 consumed
total energy -1,900
1,900 consumed
total wood 5
5 wood generated
total expenses -50
-50 running expenses
total workers 10/1
10 workers employed at level 1

mines

size

5
Requires:
area

25
energy

1900
money

250
lvl 0 workers

30
Produces:
coal

1
gold

random drop
health

-5
pollution

10
sulfur

1
uranium

random drop
Stores:
coal

100
gold

100
sulfur

1000
uranium

100

72

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -360
-360 health generated
total area -1,800
1,800 consumed
total energy -136.8k
136.8k consumed consumed
total sulfur 72
72 sulfur generated
total uranium
total gold
total coal 72
72 coal generated
total pollution 720
720 pollution generated
total profit 3.6k
3,600 profit
total workers 2160/0
2160 workers employed at level 0

uranium_mines

size

3
Requires:
area

50
energy

5000
money

1000
lvl 4 workers

20
Produces:
health

-50
pollution

50
uranium

1
Stores:
uranium

1000
0

quarries

size

5
Requires:
area

100
energy

500
money

1000
lvl 4 workers

20
Produces:
stone

1
Stores:
stone

100

5

has enough workers to operate requires energy to operate has enough area to operate has enough money to operate
needs energy to operate

reservoirs

size

10
Requires:
area

500
energy

100
money

100
lvl 1 workers

5
Produces:
water

100
Stores:
water

1000

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,500
2,500 consumed
total energy -500
500 consumed
total water 500
500 water generated
total profit 0
0 profit
total workers 25/1
25 workers employed at level 1

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10

5

has enough workers to operate has enough area to operate
operational
total area -5
5 consumed
total produce 5
5 produce generated
total workers
50
$50 tax income
total workers 5/0
5 workers employed at level 0

rice_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
rice

1
Stores:
rice

50
0

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough water to operate
operational
total area -500
500 consumed
total energy -50
50 consumed
total produce 25
25 produce generated
total water -25
25 consumed
total profit 200
200 profit
total workers 25/0
25 workers employed at level 0

livestock_farms

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
cows

1
Stores:
cows

50
0

vineyards

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
grapes

1
Stores:
grapes

50
0

food

Food buildings allow you to distribute food to your citizens.

sushi_restaurants

size

2
Requires:
area

2
energy

50
fish

1
money

10
rice

1
water

1
lvl 3 workers

5
Produces:
culture

1
food

10
Stores:
food

25
0

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50
0

grocery_stores

size

5
Requires:
area

5
bread

5
energy

10
fish

1
meat

1
money

100
produce

1
rice

5
water

1
lvl 1 workers

15
Produces:
food

100
Stores:
food

1000
0

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

5

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 25
25 health generated
total area -25
25 consumed
total food 250
250 food generated
total produce -25
25 consumed
total workers
1k
$1,000 tax income
total workers 25/2
25 workers employed at level 2

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50
0

bakeries

size

2
Requires:
area

5
energy

10
money

10
salt

1
water

5
wheat

5
lvl 1 workers

5
Produces:
bread

1
Stores:
bread

50
0

wineries

size

4
Requires:
area

2
energy

10
grapes

1
water

1
lvl 2 workers

5
Produces:
wine

1
Stores:
wine

50
0

breweries

size

4
Requires:
area

2
energy

10
water

1
wheat

1
lvl 2 workers

5
Produces:
beer

1
Stores:
beer

50
0

bars

size

2
Requires:
area

2
beer

1
energy

5
wine

1
lvl 1 workers

2
Produces:
crime

1
fun

10
0

civic

Civic buildings add other benefits citizens like — jobs, fun, etc.

parks

size

1
Requires:
area

10
money

5
Produces:
fun

3 (-1)
health

5 (+2)
pollution

-1

180

has enough area to operate has enough money to operate
operational
total health 1,260
1,260 health generated
total area -1,800
1,800 consumed
total fun 360
360 fun generated
total pollution -180
-180 pollution generated
total expenses -900
900 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (-1)
health

6 (+2)
pollution

-3

91

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 728
728 health generated
total area -4,550
4,550 consumed
total fun 637
637 fun generated
total pollution -273
-273 pollution generated
total profit 8.19k
8,190 profit
total workers 546/1
546 workers employed at level 1

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (-2)
health

5 (+2)
pollution

-12

32

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 224
224 health generated
total area -3,200
3,200 consumed
total fun 256
256 fun generated
total pollution -384
-384 pollution generated
total profit 12.16k
12,160 profit
total workers 192/3
192 workers employed at level 3

libraries

size

1
Requires:
area

2
energy

200
money

10
lvl 2 workers

4
Produces:
culture

1
education

random drop

23

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -46
46 consumed
total energy -4,600
4,600 consumed
total culture 23
23 culture generated
total profit 3.45k
3,450 profit
total workers 92/2
92 workers employed at level 2

commerce

Commerce buildings have lots of jobs to attract citizens to your city

retail_shops

size

1
Requires:
area

2
energy

100
money

2
lvl 0 workers

3
0

factories

size

7
Requires:
area

15
energy

1900
money

50
lvl 0 workers

20
Produces:
health

-3
pollution

1
steel

10
Stores:
steel

1000

55

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -165
-165 health generated
total area -825
825 consumed
total energy -104.5k
104.5k consumed consumed
total steel 550
550 steel generated
total pollution 55
55 pollution generated
total profit 8.25k
8,250 profit
total workers 1100/0
1100 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

7

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -14
14 consumed
total energy -5,600
5,600 consumed
total profit 2.77k
2,765 profit
total workers 140/1
140 workers employed at level 1

distribution_centers

size

8
Requires:
area

100
energy

1500
money

25
lvl 0 workers

250
Produces:
fun

-10
health

-3
pollution

1
0

entertainment

Entertainment buildings have jobs, and add other intangibles to your city.

theatres

size

2
Requires:
area

5
energy

300
money

10
lvl 0 workers

10
Produces:
culture

1
fun

5

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -55
55 consumed
total energy -3,300
3,300 consumed
total culture 11
11 culture generated
total fun 55
55 fun generated
total profit 990
990 profit
total workers 110/0
110 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

9

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -360
360 consumed
total energy -4,500
4,500 consumed
total fun 90
90 fun generated
total profit 900
900 profit
total workers 180/0
180 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -200
200 consumed
total energy -1,000
1,000 consumed
total culture 500
500 culture generated
total fun 100
100 fun generated
total profit 47k
47,000 profit
total workers 300/4
300 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

29

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,030
2,030 consumed
total energy -7,250
7,250 consumed
total fun 261
261 fun generated
total pollution -29
-29 pollution generated
total profit 15.95k
15,950 profit
total workers 290/3
290 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

59

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -3,540
3,540 consumed
total energy -26.55k
26.55k consumed consumed
total fun 1,180
1,180 fun generated
total pollution -59
-59 pollution generated
total profit 71.98k
71,980 profit
total workers 590/4
590 workers employed at level 4

travel

Travel buildings increase your city's desirability.

ski_resorts

size

3
Requires:
area

50
energy

400
money

1000
lvl 2 workers

25
Produces:
fun

50
health

10

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 100
100 health generated
total area -500
500 consumed
total energy -4,000
4,000 consumed
total fun 500
500 fun generated
total profit 0
0 profit
total workers 250/2
250 workers employed at level 2

health

Health buildings increase the health of your citizens, and make them less likely to die

hospitals

size

6
Requires:
area

20
energy

400
money

100
lvl 2 workers

10
Produces:
health

10

31

has enough workers to operate requires energy to operate has enough area to operate has enough money to operate
needs energy to operate

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

43

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 645
645 health generated
total area -172
172 consumed
total energy -2,150
2,150 consumed
total profit 66.65k
66,650 profit
total workers 430/4
430 workers employed at level 4

combat

Combat buildings let you attack other cities, or defend your city from attack.

air_bases

size

2
Requires:
area

500
energy

5000
money

5000
steel

50
sulfur

5
lvl 5 workers

10
Produces:
daily strikes

1
missiles

1
Stores:
missiles

100

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough steel to operate has enough sulfur to operate
operational
total area -5,000
5,000 consumed
total energy -50k
50k consumed consumed
total sulfur -50
50 consumed
total steel -500
500 consumed
total missiles 10
10 missiles generated
total expenses -18k
-18,000 running expenses
total workers 100/5
100 workers employed at level 5

defense_bases

size

1
Requires:
area

100
energy

2500
money

2000
lvl 2 workers

10
Produces:
shields

1
Stores:
shields

250

6

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -600
600 consumed
total energy -15k
15k consumed consumed
total shields 6
6 shields generated
total expenses -9.6k
-9,600 running expenses
total workers 60/2
60 workers employed at level 2

missile_defense_arrays

size

1
Requires:
area

200
energy

5000
money

5000
steel

100
sulfur

20
lvl 5 workers

20
Stores:
shields

1000
0

storage

Storage buildings let you store more of certain resources.

wood_warehouses

size

5
Requires:
area

10
Stores:
wood

100
0

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000
0

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000
0

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100
0

rock_yards

size

5
Requires:
area

20
Stores:
stone

100
0

water_tanks

size

5
Requires:
area

10
Stores:
water

100
0

cow_pens

size

5
Requires:
area

10
Stores:
cows

100
0

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100
0

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500
0

Resources

total sulfur sulfur 72k/72.05k
total uranium uranium 7.25k/7.25k
total steel steel 54.55k/55.05k
total fish fish 50/50
total oil oil 1/50
total gas gas 1/50
total gold gold 7.25k/7.25k
total coal coal 7.25k/7.25k
total stone stone 50/50
total bread bread 50/50
total wheat wheat 1/50
total grapes grapes 50/50
total wood wood 550/550
total beer beer 1/50
total wine wine 1/50
total food food 290/300
total produce produce 325/350
total meat meat 1/50
total rice rice 1/50
total cows cows 1/50
total lithium lithium 1/50
total sand sand 1/50
total glass glass 1/50
total water water 5.03k/5.05k
total salt salt 1/50
total missiles missiles 1.05k/1.05k
total shields shields 1.55k/1.55k