Dopamine
This city is email-verified
Year Day Season Citizens Logs
Dopamine 11597 49 winter 170946
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
-1.073k/day 124/171.07k 0/135333 13051720 170960 $49.22G $5.988M $887.81k 1.18k/3.136M 1.344k/277k 286 2 36.8k 2.77k 22.28k

Job/tax levels

Level 0 1.0
1441 citizens
71725 total jobs
0 available jobs
Level 1 1.0
222 citizens
18039 total jobs
0 available jobs
Level 2 1.0
20 citizens
14779 total jobs
0 available jobs
Level 3 1.0
0 citizens
12950 total jobs
0 available jobs
Level 4 1.0
0 citizens
15160 total jobs
0 available jobs
Level 5 1.0
169263 citizens
2680 total jobs
0 available jobs

Sanctions

New Oneida is sanctioning this city
boboville is sanctioning this city
Atlantica is sanctioning this city

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
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

275

has enough workers to operate has enough money to operate
operational
total area 275k
275k area generated
total sprawl 275
275 sprawl generated
total profit 16.5k
16,500 profit
total workers 2750/0
2750 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

100

operational
total health 200
200 health generated
total area 1,000
1,000 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

100

operational
total health 100
100 health generated
total area 1,000
1,000 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

1

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -5
5 consumed
total housing 20
20 housing generated
total energy -70
70 consumed
total sprawl 1
1 sprawl generated
total expenses -100
100 running expenses

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

1

has enough energy to operate has enough area to operate
operational
total area -10
10 consumed
total housing 20
20 housing generated
total energy -90
90 consumed
total pollution 15
15 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

1

has enough energy to operate has enough area to operate
operational
total area -5
5 consumed
total housing 20
20 housing generated
total energy -50
50 consumed
total pollution 12
12 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

10

has enough energy to operate has enough area to operate
operational
total area -200
200 consumed
total housing 1,000
1,000 housing generated
total energy -1,500
1,500 consumed
total pollution 500
500 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

340

has enough energy to operate has enough area to operate
operational
total area -34k
34k consumed consumed
total housing 170k
170k housing generated
total energy -170k
170k consumed consumed
total pollution 34k
34,000 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
health

-10
pollution

30

2

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -20
-20 health generated
total area -10
10 consumed
total energy 4,000
4,000 energy generated
total pollution 60
60 pollution generated
total profit 80
80 profit
total workers 10/0
10 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 (+180)

720

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -3,600
3,600 consumed
total energy 561.6k
561.6k energy generated
total profit 122.4k
122,400 profit
total workers 7200/1
7200 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-80)

710

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -3,550
3,550 consumed
total energy 298.2k
298.2k energy generated
total profit 276.9k
276,900 profit
total workers 7100/2
7100 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

400

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -4,000
4,000 consumed
total energy 2M
2M energy generated
total profit 120k
120,000 profit
total workers 4000/3
4000 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (-200)
water

10

340

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -3,400
3,400 consumed
total energy 272k
272k energy generated
total water 3,400
3,400 water generated
total profit 57.8k
57,800 profit
total workers 1700/2
1700 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

255

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,550
2,550 consumed
total pollution -25.5k
-25,500 pollution generated
total profit 803.25k
803,250 profit
total workers 2550/5
2550 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

380

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,900
1,900 consumed
total energy -228k
228k consumed consumed
total profit 34.2k
34,200 profit
total workers 3800/0
3800 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

380

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -3,040
3,040 consumed
total energy -304k
304k consumed consumed
total profit 60.8k
60,800 profit
total workers 3800/1
3800 workers employed at level 1

high_schools

size

3
Requires:
area

10
energy

800
money

70
lvl 2 workers

10
Produces:
education lvl 3

20

380

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -3,800
3,800 consumed
total energy -304k
304k consumed consumed
total profit 125.4k
125,400 profit
total workers 3800/2
3800 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

380

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -7,600
7,600 consumed
total energy -456k
456k consumed consumed
total profit 247k
247,000 profit
total workers 3800/3
3800 workers employed at level 3

research_labs

size

2
Requires:
area

30
energy

800
money

200
lvl 4 workers

10
Produces:
education lvl 5

5

420

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -12.6k
12.6k consumed consumed
total energy -336k
336k consumed consumed
total profit 588k
588,000 profit
total workers 4200/4
4200 workers employed at level 4

resources

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

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

20

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 -38k
38k consumed consumed
total sulfur 20
20 sulfur generated
total uranium
total gold
total coal 20
20 coal generated
total pollution 200
200 pollution generated
total profit 1k
1,000 profit
total workers 600/0
600 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -50
-50 health generated
total area -50
50 consumed
total energy -5,000
5,000 consumed
total uranium 1
1 uranium generated
total pollution 50
50 pollution generated
total profit 2.2k
2,200 profit
total workers 20/4
20 workers employed at level 4

salt_farms

size

5
Requires:
area

250
energy

500
money

1000
lvl 2 workers

10
Produces:
salt

1
Stores:
salt

100

15

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -3,750
3,750 consumed
total energy -7,500
7,500 consumed
total salt 15
15 salt generated
total expenses -9k
-9,000 running expenses
total workers 150/2
150 workers employed at level 2

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -15
15 consumed
total energy -30
30 consumed
total fish 15
15 fish generated
total profit 450
450 profit
total workers 30/2
30 workers employed at level 2

desalination_plants

size

5
Requires:
area

100
energy

1000
money

1000
lvl 4 workers

8
Produces:
salt

1
water

1
Stores:
salt

50
water

50

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -500
500 consumed
total energy -5,000
5,000 consumed
total water 5
5 water generated
total salt 5
5 salt generated
total profit 1.4k
1,400 profit
total workers 40/4
40 workers employed at level 4

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10

40

has enough workers to operate has enough area to operate
operational
total area -40
40 consumed
total produce 40
40 produce generated
total workers
400
$400 tax income
total workers 40/0
40 workers employed at level 0

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50

20

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 -2,000
2,000 consumed
total energy -200
200 consumed
total produce 100
100 produce generated
total water -100
100 consumed
total profit 800
800 profit
total workers 100/0
100 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

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 cows 5
5 cows generated
total water -50
50 consumed
total profit 200
200 profit
total workers 25/0
25 workers employed at level 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

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough rice to operate has enough water to operate
operational
total area -20
20 consumed
total energy -500
500 consumed
total culture 10
10 culture generated
total fish -10
10 consumed
total food 100
100 food generated
total rice -10
10 consumed
total water -10
10 consumed
total profit 3.9k
3,900 profit
total workers 50/3
50 workers employed at level 3

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50

2

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

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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough rice to operate has enough meat to operate has enough water to operate has enough bread to operate has enough produce to operate
operational

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough rice to operate has enough meat to operate has enough water to operate requires bread to operate has enough produce to operate
needs bread to operate
total area -15
15 consumed
total energy -30
30 consumed
total fish -3
3 consumed
total bread -15
15 consumed
total food 300
300 food generated
total produce -3
3 consumed
total meat -3
3 consumed
total rice -15
15 consumed
total water -3
3 consumed
total profit 600
600 profit
total workers 45/1
45 workers employed at level 1

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

22

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 110
110 health generated
total area -110
110 consumed
total food 1,100
1,100 food generated
total produce -110
110 consumed
total workers
4.4k
$4,400 tax income
total workers 110/2
110 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -4
4 consumed
total energy -10
10 consumed
total meat 20
20 meat generated
total cows -2
2 consumed
total workers
160
$160 tax income
total workers 4/2
4 workers employed at level 2

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

14

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 has enough wheat to operate has enough salt to operate
operational

6

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 requires wheat to operate has enough salt to operate
needs wheat to operate
total area -70
70 consumed
total energy -140
140 consumed
total bread 14
14 bread generated
total wheat -70
70 consumed
total water -70
70 consumed
total salt -14
14 consumed
total profit 1.26k
1,260 profit
total workers 70/1
70 workers employed at level 1

wineries

size

4
Requires:
area

2
energy

10
grapes

1
water

1
lvl 2 workers

5
Produces:
wine

1
Stores:
wine

50

3

has enough workers to operate has enough energy to operate has enough area to operate has enough water to operate has enough grapes to operate
operational
total area -6
6 consumed
total energy -30
30 consumed
total grapes -3
3 consumed
total wine 3
3 wine generated
total water -3
3 consumed
total workers
600
$600 tax income
total workers 15/2
15 workers employed at level 2

breweries

size

4
Requires:
area

2
energy

10
water

1
wheat

1
lvl 2 workers

5
Produces:
beer

1
Stores:
beer

50

1

has enough workers to operate has enough energy to operate has enough area to operate has enough water to operate has enough wheat to operate
operational

2

has enough workers to operate has enough energy to operate has enough area to operate has enough water to operate requires wheat to operate
needs wheat to operate
total area -2
2 consumed
total energy -10
10 consumed
total wheat -1
1 consumed
total beer 1
1 beer generated
total water -1
1 consumed
total workers
200
$200 tax income
total workers 5/2
5 workers employed at level 2

bars

size

2
Requires:
area

2
beer

1
energy

5
wine

1
lvl 1 workers

2
Produces:
crime

1
fun

10

2

has enough workers to operate has enough energy to operate has enough area to operate has enough beer to operate has enough wine to operate
operational
total area -4
4 consumed
total energy -10
10 consumed
total fun 20
20 fun generated
total beer -2
2 consumed
total wine -2
2 consumed
total workers
80
$80 tax income
total workers 4/1
4 workers employed at level 1

civic

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

parks

size

1
Requires:
area

10
money

5
Produces:
fun

3 (+2)
health

5 (+1)
pollution

-1

500

has enough area to operate has enough money to operate
operational
total health 3,000
3,000 health generated
total area -5,000
5,000 consumed
total fun 2,500
2,500 fun generated
total pollution -500
-500 pollution generated
total expenses -2.5k
2,500 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+6)
health

6 (+3)
pollution

-3

820

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 7,380
7,380 health generated
total area -41k
41k consumed consumed
total fun 11.48k
11.48k fun generated
total pollution -2.46k
-2,460 pollution generated
total profit 73.8k
73,800 profit
total workers 4920/1
4920 workers employed at level 1

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (+5)
health

5 (+1)
pollution

-12

600

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 3,600
3,600 health generated
total area -60k
60k consumed consumed
total fun 9,000
9,000 fun generated
total pollution -7.2k
-7,200 pollution generated
total profit 228k
228,000 profit
total workers 3600/3
3600 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

360

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 -72k
72k consumed consumed
total culture 360
360 culture generated
total profit 54k
54,000 profit
total workers 1440/2
1440 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

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 -10k
10k consumed consumed
total profit 2.8k
2,800 profit
total workers 300/0
300 workers employed at level 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

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -300
-300 health generated
total area -1,500
1,500 consumed
total energy -190k
190k consumed consumed
total steel 1,000
1,000 steel generated
total pollution 100
100 pollution generated
total profit 15k
15,000 profit
total workers 2000/0
2000 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

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 -80k
80k consumed consumed
total profit 39.5k
39,500 profit
total workers 2000/1
2000 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

200

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

10

has enough workers to operate requires energy to operate has enough area to operate has enough money to operate
needs energy to operate
total health -600
-600 health generated
total area -20k
20k consumed consumed
total energy -300k
300k consumed consumed
total fun -2,000
-2,000 fun generated
total pollution 200
200 pollution generated
total profit 495k
495,000 profit
total workers 50000/0
50000 workers employed at level 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

400

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,000
2,000 consumed
total energy -120k
120k consumed consumed
total culture 400
400 culture generated
total fun 2,000
2,000 fun generated
total profit 36k
36,000 profit
total workers 4000/0
4000 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

400

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -16k
16k consumed consumed
total energy -200k
200k consumed consumed
total fun 4,000
4,000 fun generated
total profit 40k
40,000 profit
total workers 8000/0
8000 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

400

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -800
800 consumed
total energy -4,000
4,000 consumed
total culture 2,000
2,000 culture generated
total fun 400
400 fun generated
total profit 188k
188,000 profit
total workers 1200/4
1200 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

150

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -10.5k
10.5k consumed consumed
total energy -37.5k
37.5k consumed consumed
total fun 1,350
1,350 fun generated
total pollution -150
-150 pollution generated
total profit 82.5k
82,500 profit
total workers 1500/3
1500 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

400

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -24k
24k consumed consumed
total energy -180k
180k consumed consumed
total fun 8,000
8,000 fun generated
total pollution -400
-400 pollution generated
total profit 488k
488,000 profit
total workers 4000/4
4000 workers employed at level 4

travel

Travel buildings increase your city's desirability.

resorts

size

3
Requires:
area

30
energy

200
money

500
lvl 2 workers

5
Produces:
fun

50
health

10

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 10
10 health generated
total area -30
30 consumed
total energy -200
200 consumed
total fun 50
50 fun generated
total expenses -300
-300 running expenses
total workers 5/2
5 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

40

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 400
400 health generated
total area -800
800 consumed
total energy -16k
16k consumed consumed
total profit 12k
12,000 profit
total workers 400/2
400 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

570

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 8,550
8,550 health generated
total area -2,280
2,280 consumed
total energy -28.5k
28.5k consumed consumed
total profit 883.5k
883,500 profit
total workers 5700/4
5700 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

1

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 -500
500 consumed
total energy -5,000
5,000 consumed
total sulfur -5
5 consumed
total steel -50
50 consumed
total missiles 1
1 missiles generated
total expenses -1.8k
-1,800 running expenses
total workers 10/5
10 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

2

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 -5,000
5,000 consumed
total shields 2
2 shields generated
total expenses -3.2k
-3,200 running expenses
total workers 20/2
20 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

6

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 -1,200
1,200 consumed
total energy -30k
30k consumed consumed
total sulfur -120
120 consumed
total steel -600
600 consumed
total profit 8.4k
8,400 profit
total workers 120/5
120 workers employed at level 5

storage

Storage buildings let you store more of certain resources.

wood_warehouses

size

5
Requires:
area

10
Stores:
wood

100

1

has enough area to operate
operational
total area -10
10 consumed

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

10

has enough area to operate
operational
total area -50
50 consumed

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000
0

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

5

has enough area to operate
operational
total area -50
50 consumed

rock_yards

size

5
Requires:
area

20
Stores:
stone

100
0

water_tanks

size

5
Requires:
area

10
Stores:
water

100

15

has enough area to operate
operational
total area -150
150 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

10

has enough area to operate
operational
total area -100
100 consumed

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

30

has enough area to operate
operational
total area -300
300 consumed

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

20

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -200
200 consumed
total energy -200
200 consumed
total workers
1k
$1,000 tax income
total workers 100/0
100 workers employed at level 0

Resources

total sulfur sulfur 19.42k/20.05k
total uranium uranium 3.05k/3.05k
total steel steel 99.4k/100.05k
total fish fish 10.34k/10.35k
total oil oil 1/50
total gas gas 1/50
total gold gold 2.05k/2.05k
total coal coal 2.05k/2.05k
total stone stone 1/50
total bread bread 1/10.75k
total wheat wheat 71/3.05k
total grapes grapes 1/10.05k
total wood wood 10/150
total beer beer 1/100
total wine wine 99/200
total food food 4.23k/4.4k
total produce produce 11.34k/11.45k
total meat meat 10.15k/10.15k
total rice rice 2.74k/3.05k
total cows cows 1.3k/1.3k
total lithium lithium 1/50
total sand sand 1/50
total glass glass 1/50
total water water 1.56k/1.8k
total salt salt 2.29k/2.3k
total missiles missiles 150/150
total shields shields 6.55k/6.55k