Egok
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Year Day Season Citizens Logs
Egotistical 11597 31 winter 1878
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
1.293k/day 2.137k/4.015k 4329/6207 2180 1880 $2.709G $70.35k $39.795k 297.2k/400k 0/2.5k 15 0 45 0 128

Job/tax levels

Level 0 1.0
12 citizens
2816 total jobs
1683 available jobs
Level 1 1.0
902 citizens
1086 total jobs
1086 available jobs
Level 2 1.0
219 citizens
630 total jobs
630 available jobs
Level 3 1.0
546 citizens
1520 total jobs
775 available jobs
Level 4 1.0
199 citizens
155 total jobs
155 available jobs
Level 5 1.0
0 citizens
0 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
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

98

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

bike_lanes

size

1
Produces:
area

10
health

2

130

operational
total health 260
260 health generated
total area 1,300
1,300 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

120

operational
total health 120
120 health generated
total area 1,200
1,200 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

15

has enough area to operate
operational
total area -15
15 consumed
total housing 15
15 housing generated
total sprawl 15
15 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
0

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

8

has enough energy to operate has enough area to operate
operational

87

has enough energy to operate requires area to operate
needs area to operate
total area -800
800 consumed
total housing 4,000
4,000 housing generated
total energy -4,000
4,000 consumed
total pollution 800
800 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

15

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -150
-150 health generated
total area -75
75 consumed
total energy 30k
30k energy generated
total pollution 450
450 pollution generated
total profit 600
600 profit
total workers 75/0
75 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)

158

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

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-80)

127

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

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

74

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

77

requires workers to operate has enough area to operate has enough money to operate
needs workers to operate
total area -740
740 consumed
total energy 370k
370k energy generated
total profit 22.2k
22,200 profit
total workers 740/3
740 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (-200)
water

10

79

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

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

1

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

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

89

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

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

63

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

middle_schools

size

3
Requires:
area

8
energy

800
money

40
lvl 1 workers

10
Produces:
education lvl 2

30

71

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

high_schools

size

3
Requires:
area

10
energy

800
money

70
lvl 2 workers

10
Produces:
education lvl 3

20

69

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

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

67

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

research_labs

size

2
Requires:
area

30
energy

800
money

200
lvl 4 workers

10
Produces:
education lvl 5

5

188

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

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

93

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

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

salt_farms

size

5
Requires:
area

250
energy

500
money

1000
lvl 2 workers

10
Produces:
salt

1
Stores:
salt

100

2

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

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100

2

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

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

2

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

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10

21

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

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50
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

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

4

has enough workers to operate requires area to operate requires produce to operate
needs area, produce, to operate

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 (+2)
health

5 (+1)
pollution

-1

9

has enough area to operate has enough money to operate
operational

495

requires area to operate has enough money to operate
needs area to operate
total health 54
54 health generated
total area -90
90 consumed
total fun 45
45 fun generated
total pollution -9
-9 pollution generated
total expenses -45
45 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+6)
health

6 (+3)
pollution

-3

314

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

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (+5)
health

5 (+1)
pollution

-12

122

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

libraries

size

1
Requires:
area

2
energy

200
money

10
lvl 2 workers

4
Produces:
culture

1
education

random drop

120

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

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

5

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

factories

size

7
Requires:
area

15
energy

1900
money

50
lvl 0 workers

20
Produces:
health

-3
pollution

1
steel

10
Stores:
steel

1000

52

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

24

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate
total health -156
-156 health generated
total area -780
780 consumed
total energy -98.8k
98.8k consumed consumed
total steel 520
520 steel generated
total pollution 52
52 pollution generated
total profit 7.8k
7,800 profit
total workers 1040/0
1040 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

50

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

distribution_centers

size

8
Requires:
area

100
energy

1500
money

25
lvl 0 workers

250
Produces:
fun

-10
health

-3
pollution

1

60

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

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

63

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

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

58

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

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

237

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

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

42

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

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

190

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

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

10

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

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

65

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

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

241

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

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

15

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

defense_bases

size

1
Requires:
area

100
energy

2500
money

2000
lvl 2 workers

10
Produces:
shields

1
Stores:
shields

250

13

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

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 50/50
total uranium uranium 39/50
total steel steel 17.42k/52.05k
total fish fish 1/50
total oil oil 1/50
total gas gas 1/50
total gold gold 50/50
total coal coal 50/50
total stone stone 50/50
total bread bread 1/50
total wheat wheat 50/50
total grapes grapes 4/50
total wood wood 46/50
total beer beer 1/50
total wine wine 1/50
total food food 1/50
total produce produce 1/50
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 50/50
total salt salt 50/50
total missiles missiles 50/50
total shields shields 50/50