山东菏泽曹县
This city is email-verified
Year Day Season Citizens Logs
liuyang28282 14611 71 winter 3518
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
191/day 9.705k/13.223k 0/3186 991880 3520 $34.111G $64.946k $38.174k 31.807k/124.045k 1.901k/19.165k 602 1 1.667k 19 917

Job/tax levels

Level 0 0.1
2 citizens
1114 total jobs
0 available jobs
Level 1 0.2
1163 citizens
368 total jobs
0 available jobs
Level 2 0.2
531 citizens
266 total jobs
0 available jobs
Level 3 0.3
795 citizens
795 total jobs
0 available jobs
Level 4 0.4
253 citizens
243 total jobs
0 available jobs
Level 5 0.2
774 citizens
400 total jobs
0 available jobs

Sanctions

Beralich is sanctioning this city
boboville is sanctioning this city
Dopamine is sanctioning this city
Helltown is sanctioning this city
borber 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

25

operational
total health -25
-25 health generated
total area 625
625 area generated
total sprawl 250
250 sprawl generated
total pollution 880
1 pollution generated per building per 100 citizens

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

5

has enough workers to operate has enough energy to operate
operational
total health -10
-10 health generated
total area 500
500 area generated
total energy -750
750 consumed
total pollution 528
3 pollution generated per building per 100 citizens
total workers
50
$50 tax income
total workers 50/0
50 workers employed at level 0

bus_lines

size

1
Requires:
money

30
lvl 0 workers

10
Produces:
area

50
health

-2
sprawl

3

8

has enough workers to operate has enough money to operate
operational
total health -16
-16 health generated
total area 400
400 area generated
total sprawl 24
24 sprawl generated
total expenses -160
-160 running expenses
total workers 80/0
80 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

17

has enough workers to operate has enough money to operate
operational
total area 17k
17k area generated
total sprawl 17
17 sprawl generated
total expenses -510
-510 running expenses
total workers 170/0
170 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

30

operational
total health 90
90 health generated
total area 300
300 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

34

operational
total health 34
34 health generated
total area 340
340 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough oil to operate
operational
total area -2
2 consumed
total energy -10
10 consumed
total oil -1
1 consumed
total gas 10
10 gas generated
total pollution 1
1 pollution generated
total expenses -5
-5 running expenses
total workers 5/0
5 workers employed at level 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

83

has enough area to operate
operational
total area -83
83 consumed
total housing 83
83 housing generated
total sprawl 83
83 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

23

has enough energy to operate has enough area to operate
operational
total area -23
23 consumed
total housing 46
46 housing generated
total energy -276
276 consumed
total sprawl 115
115 sprawl generated
total pollution 46
46 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

29

has enough energy to operate has enough area to operate
operational
total area -29
29 consumed
total housing 174
174 housing generated
total energy -522
522 consumed
total sprawl 87
87 sprawl generated
total pollution 145
145 pollution generated

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1

26

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -130
130 consumed
total housing 520
520 housing generated
total energy -1,820
1,820 consumed
total sprawl 26
26 sprawl generated
total expenses -2.6k
2,600 running expenses

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

20

has enough energy to operate has enough area to operate
operational
total area -200
200 consumed
total housing 400
400 housing generated
total energy -1,800
1,800 consumed
total pollution 300
300 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

20

has enough energy to operate has enough area to operate
operational
total area -100
100 consumed
total housing 400
400 housing generated
total energy -1,000
1,000 consumed
total pollution 240
240 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

16

has enough energy to operate has enough area to operate
operational
total area -320
320 consumed
total housing 1,600
1,600 housing generated
total energy -2,400
2,400 consumed
total pollution 800
800 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
health

-10
pollution

30

4

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -40
-40 health generated
total area -20
20 consumed
total energy 8,000
8,000 energy generated
total pollution 120
120 pollution generated
total expenses -20
-20 running expenses
total workers 20/0
20 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

10

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -50
-50 health generated
total area -150
150 consumed
total energy 20k
20k energy generated
total pollution 150
150 pollution generated
total profit 0
0 profit
total workers 50/1
50 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

15

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -75
75 consumed
total energy 9,000
9,000 energy generated
total profit 150
150 profit
total workers 150/1
150 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-255)

1

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -5
5 consumed
total energy 245
245 energy generated
total profit 70
70 profit
total workers 10/2
10 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

14

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -140
140 consumed
total energy 70k
70k energy generated
total expenses -3.64k
-3,640 running expenses
total workers 140/3
140 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (-200)
water

10

21

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -210
210 consumed
total energy 16.8k
16.8k energy generated
total water 210
210 water generated
total profit 210
210 profit
total workers 105/2
105 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

40

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -400
400 consumed
total pollution -4k
-4,000 pollution generated
total profit 23.6k
23,600 profit
total workers 400/5
400 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

4

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -20
20 consumed
total energy -2,400
2,400 consumed
total profit 0
0 profit
total workers 40/0
40 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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -24
24 consumed
total energy -2,400
2,400 consumed
total profit 0
0 profit
total workers 30/1
30 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -20
20 consumed
total energy -1,600
1,600 consumed
total profit 20
20 profit
total workers 20/2
20 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -20
20 consumed
total energy -1,200
1,200 consumed
total profit 90
90 profit
total workers 10/3
10 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -30
30 consumed
total energy -800
800 consumed
total profit 440
440 profit
total workers 10/4
10 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

4

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -100
100 consumed
total energy -7,600
7,600 consumed
total wood 20
20 wood generated
total expenses -840
-840 running expenses
total workers 40/1
40 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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -15
-15 health generated
total area -75
75 consumed
total energy -5,700
5,700 consumed
total sulfur 3
3 sulfur generated
total uranium
total gold
total coal 3
3 coal generated
total pollution 30
30 pollution generated
total expenses -660
-660 running expenses
total workers 90/0
90 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 280
280 profit
total workers 20/4
20 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

3

has enough workers to operate has enough area to operate
operational
total area -3
3 consumed
total produce 3
3 produce generated
total workers
3
$3 tax income
total workers 3/0
3 workers employed at level 0

wheat_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
wheat

1
Stores:
wheat

50

7

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 -700
700 consumed
total energy -70
70 consumed
total wheat 7
7 wheat generated
total water -35
35 consumed
total expenses -35
-35 running expenses
total workers 35/0
35 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

4

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 -400
400 consumed
total energy -40
40 consumed
total produce 20
20 produce generated
total water -20
20 consumed
total expenses -20
-20 running expenses
total workers 20/0
20 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

4

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 -400
400 consumed
total energy -40
40 consumed
total cows 4
4 cows generated
total water -40
40 consumed
total expenses -20
-20 running expenses
total workers 20/0
20 workers employed at level 0

vineyards

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
grapes

1
Stores:
grapes

50

3

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 -300
300 consumed
total energy -30
30 consumed
total grapes 3
3 grapes generated
total water -30
30 consumed
total expenses -15
-15 running expenses
total workers 15/0
15 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

1

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 -2
2 consumed
total energy -50
50 consumed
total culture 1
1 culture generated
total fish -1
1 consumed
total food 10
10 food generated
total rice -1
1 consumed
total water -1
1 consumed
total profit 110
110 profit
total workers 5/3
5 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

1

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 has enough bread to operate
operational
total area -2
2 consumed
total energy -10
10 consumed
total bread -1
1 consumed
total food 25
25 food generated
total meat -1
1 consumed
total profit 10
10 profit
total workers 5/1
5 workers employed at level 1

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

1

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

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

1

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 5
5 health generated
total area -5
5 consumed
total food 50
50 food generated
total produce -5
5 consumed
total workers
40
$40 tax income
total workers 5/2
5 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -2
2 consumed
total energy -5
5 consumed
total meat 10
10 meat generated
total cows -1
1 consumed
total workers
16
$16 tax income
total workers 2/2
2 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

1

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
total area -5
5 consumed
total energy -10
10 consumed
total bread 1
1 bread generated
total wheat -5
5 consumed
total water -5
5 consumed
total salt -1
1 consumed
total profit 10
10 profit
total workers 5/1
5 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

1

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 -2
2 consumed
total energy -10
10 consumed
total grapes -1
1 consumed
total wine 1
1 wine generated
total water -1
1 consumed
total workers
40
$40 tax income
total workers 5/2
5 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
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
40
$40 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

1

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 -2
2 consumed
total energy -5
5 consumed
total fun 10
10 fun generated
total beer -1
1 consumed
total wine -1
1 consumed
total workers
8
$8 tax income
total workers 2/1
2 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 (+1)
health

5 (+2)
pollution

-1

9

has enough area to operate has enough money to operate
operational
total health 63
63 health generated
total area -90
90 consumed
total fun 36
36 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 (+2)
health

6 (+2)
pollution

-3

1

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 8
8 health generated
total area -50
50 consumed
total fun 10
10 fun generated
total pollution -3
-3 pollution generated
total expenses -6
-6 running expenses
total workers 6/1
6 workers employed at level 1

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (+5)
health

5 (+3)
pollution

-12

90

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 720
720 health generated
total area -9,000
9,000 consumed
total fun 1,350
1,350 fun generated
total pollution -1.08k
-1,080 pollution generated
total profit 3.96k
3,960 profit
total workers 540/3
540 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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -22
22 consumed
total energy -2,200
2,200 consumed
total culture 11
11 culture generated
total profit 242
242 profit
total workers 44/2
44 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -4
4 consumed
total energy -200
200 consumed
total profit 2
2 profit
total workers 6/0
6 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

13

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -39
-39 health generated
total area -195
195 consumed
total energy -24.7k
24.7k consumed consumed
total steel 130
130 steel generated
total pollution 13
13 pollution generated
total expenses -390
-390 running expenses
total workers 260/0
260 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

4

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -8
8 consumed
total energy -3,200
3,200 consumed
total profit 300
300 profit
total workers 80/1
80 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -3
-3 health generated
total area -100
100 consumed
total energy -1,500
1,500 consumed
total fun -10
-10 fun generated
total pollution 1
1 pollution generated
total profit 225
225 profit
total workers 250/0
250 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -10
10 consumed
total energy -600
600 consumed
total culture 2
2 culture generated
total fun 10
10 fun generated
total profit 0
0 profit
total workers 20/0
20 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -40
40 consumed
total energy -500
500 consumed
total fun 10
10 fun generated
total expenses -80
-80 running expenses
total workers 20/0
20 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2
2 consumed
total energy -10
10 consumed
total culture 5
5 culture generated
total fun 1
1 fun generated
total profit 182
182 profit
total workers 3/4
3 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -700
700 consumed
total energy -2,500
2,500 consumed
total fun 90
90 fun generated
total pollution -10
-10 pollution generated
total expenses -100
-100 running expenses
total workers 100/3
100 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

8

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -480
480 consumed
total energy -3,600
3,600 consumed
total fun 160
160 fun generated
total pollution -8
-8 pollution generated
total profit 2.08k
2,080 profit
total workers 80/4
80 workers employed at level 4

travel

Travel buildings increase your city's desirability.

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

5

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 -100
100 consumed
total energy -2,000
2,000 consumed
total expenses -100
-100 running expenses
total workers 50/2
50 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

13

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 195
195 health generated
total area -52
52 consumed
total energy -650
650 consumed
total profit 7.67k
7,670 profit
total workers 130/4
130 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
0

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 -3.84k
-3,840 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
0

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
0

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

2

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

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

2

has enough area to operate
operational
total area -20
20 consumed

rock_yards

size

5
Requires:
area

20
Stores:
stone

100

2

has enough area to operate
operational
total area -40
40 consumed

water_tanks

size

5
Requires:
area

10
Stores:
water

100

2

has enough area to operate
operational
total area -20
20 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

2

has enough area to operate
operational
total area -20
20 consumed

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

2

has enough area to operate
operational
total area -20
20 consumed

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

2

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -20
20 consumed
total energy -20
20 consumed
total workers
10
$10 tax income
total workers 10/0
10 workers employed at level 0

Resources

total sulfur sulfur 3.05k/3.05k
total uranium uranium 1.35k/1.35k
total steel steel 13.05k/13.05k
total fish fish 49/50
total oil oil 1/50
total gas gas 150/150
total gold gold 350/350
total coal coal 350/350
total stone stone 1/250
total bread bread 1.1k/1.1k
total wheat wheat 593/600
total grapes grapes 1.2k/1.2k
total wood wood 2.15k/2.15k
total beer beer 47/100
total wine wine 52/100
total food food 171/175
total produce produce 1.27k/1.28k
total meat meat 1.1k/1.1k
total rice rice 1/250
total cows cows 449/450
total lithium lithium 1/2.05k
total sand sand 1/50
total glass glass 1/50
total water water 117/250
total salt salt 1/250
total missiles missiles 1/50
total shields shields 550/550