第3新東京市
This city is email-verified
Year Day Season Citizens Logs
NERV 24852 135 spring 160934
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
-122/day 0/160.934k 0/160847 15718360 160940 $35.713G $8.138M $1.152M 301.677k/3.996M 4.544k/335.71k 2.891k 0 39.32k 4.791k 26.687k

Job/tax levels

Level 0 1.0
251 citizens
74830 total jobs
0 available jobs
Level 1 1.0
264 citizens
23120 total jobs
0 available jobs
Level 2 1.0
51 citizens
19482 total jobs
0 available jobs
Level 3 1.0
52 citizens
16305 total jobs
0 available jobs
Level 4 1.0
46476 citizens
23950 total jobs
0 available jobs
Level 5 1.0
113840 citizens
3160 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

820

has enough workers to operate has enough money to operate
operational
total health -1,640
-1,640 health generated
total area 41k
41k area generated
total sprawl 2,460
2,460 sprawl generated
total profit 57.4k
57,400 profit
total workers 8200/0
8200 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

290

has enough workers to operate has enough money to operate
operational
total area 290k
290k area generated
total sprawl 290
290 sprawl generated
total profit 17.4k
17,400 profit
total workers 2900/0
2900 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

251

operational
total health 502
502 health generated
total area 2,510
2,510 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

220

operational
total health 220
220 health generated
total area 2,200
2,200 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

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 profit 40
40 profit
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

100

has enough area to operate
operational
total area -100
100 consumed
total housing 100
100 housing generated
total sprawl 100
100 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

1

has enough energy to operate has enough area to operate
operational
total area -1
1 consumed
total housing 2
2 housing generated
total energy -12
12 consumed
total sprawl 5
5 sprawl generated
total pollution 2
2 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

2

has enough energy to operate has enough area to operate
operational
total area -2
2 consumed
total housing 12
12 housing generated
total energy -36
36 consumed
total sprawl 6
6 sprawl generated
total pollution 10
10 pollution generated

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1

30

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -150
150 consumed
total housing 600
600 housing generated
total energy -2,100
2,100 consumed
total sprawl 30
30 sprawl generated
total expenses -3k
3,000 running expenses

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

11

has enough energy to operate has enough area to operate
operational
total area -110
110 consumed
total housing 220
220 housing generated
total energy -990
990 consumed
total pollution 165
165 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

150

has enough energy to operate has enough area to operate
operational
total area -750
750 consumed
total housing 3,000
3,000 housing generated
total energy -7,500
7,500 consumed
total pollution 1.8k
1,800 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

220

has enough energy to operate has enough area to operate
operational
total area -4,400
4,400 consumed
total housing 22k
22k housing generated
total energy -33k
33k consumed consumed
total pollution 11k
11,000 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

270

has enough energy to operate has enough area to operate
operational
total area -27k
27k consumed consumed
total housing 135k
135k housing generated
total energy -135k
135k consumed consumed
total pollution 27k
27,000 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

5

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -50
-50 health generated
total area -25
25 consumed
total energy 10k
10k energy generated
total pollution 150
150 pollution generated
total profit 200
200 profit
total workers 25/0
25 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

190

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -950
-950 health generated
total area -2,850
2,850 consumed
total energy 380k
380k energy generated
total pollution 2.85k
2,850 pollution generated
total profit 15.2k
15,200 profit
total workers 950/1
950 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

640

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -3,200
3,200 consumed
total energy 384k
384k energy generated
total profit 108.8k
108,800 profit
total workers 6400/1
6400 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+100)

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 432k
432k energy generated
total profit 280.8k
280,800 profit
total workers 7200/2
7200 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

450

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -4,500
4,500 consumed
total energy 2.25M
2.25M energy generated
total profit 135k
135,000 profit
total workers 4500/3
4500 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+300)
water

10

300

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -3,000
3,000 consumed
total energy 390k
390k energy generated
total water 3,000
3,000 water generated
total profit 51k
51,000 profit
total workers 1500/2
1500 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

1

has enough workers to operate has enough area to operate has enough money to operate has enough uranium to operate
operational
total area -10
10 consumed
total energy 150k
150k energy generated
total uranium -1
1 consumed
total expenses -8.4k
-8,400 running expenses
total workers 10/4
10 workers employed at level 4

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

314

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -3,140
3,140 consumed
total pollution -31.4k
-31,400 pollution generated
total profit 989.1k
989,100 profit
total workers 3140/5
3140 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

264

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,320
1,320 consumed
total energy -158.4k
158.4k consumed consumed
total profit 23.76k
23,760 profit
total workers 2640/0
2640 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

334

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,672
2,672 consumed
total energy -267.2k
267.2k consumed consumed
total profit 53.44k
53,440 profit
total workers 3340/1
3340 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

444

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -4,440
4,440 consumed
total energy -355.2k
355.2k consumed consumed
total profit 146.52k
146,520 profit
total workers 4440/2
4440 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

504

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -10.08k
10.08k consumed consumed
total energy -604.8k
604.8k consumed consumed
total profit 327.6k
327,600 profit
total workers 5040/3
5040 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

643

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -19.29k
19.29k consumed consumed
total energy -514.4k
514.4k consumed consumed
total profit 900.2k
900,200 profit
total workers 6430/4
6430 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

17

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -850
-850 health generated
total area -850
850 consumed
total energy -85k
85k consumed consumed
total uranium 17
17 uranium generated
total pollution 850
850 pollution generated
total profit 37.4k
37,400 profit
total workers 340/4
340 workers employed at level 4

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100

80

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

reservoirs

size

10
Requires:
area

500
energy

100
money

100
lvl 1 workers

5
Produces:
water

100
Stores:
water

1000

1

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 -100
100 consumed
total water 100
100 water generated
total profit 0
0 profit
total workers 5/1
5 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

180

has enough workers to operate has enough area to operate
operational
total area -180
180 consumed
total produce 180
180 produce generated
total workers
1.8k
$1,800 tax income
total workers 180/0
180 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

80

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 -8,000
8,000 consumed
total energy -800
800 consumed
total wheat 80
80 wheat generated
total water -400
400 consumed
total profit 3.2k
3,200 profit
total workers 400/0
400 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

29

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 -2,900
2,900 consumed
total energy -290
290 consumed
total produce 145
145 produce generated
total water -145
145 consumed
total profit 1.16k
1,160 profit
total workers 145/0
145 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

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 cows 20
20 cows generated
total water -200
200 consumed
total profit 800
800 profit
total workers 100/0
100 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 390
390 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

3

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

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 requires bread to operate
needs bread to operate
total area -6
6 consumed
total energy -30
30 consumed
total bread -3
3 consumed
total food 75
75 food generated
total meat -3
3 consumed
total profit 270
270 profit
total workers 15/1
15 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 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
total area -5
5 consumed
total energy -10
10 consumed
total fish -1
1 consumed
total bread -5
5 consumed
total food 100
100 food generated
total produce -1
1 consumed
total meat -1
1 consumed
total rice -5
5 consumed
total water -1
1 consumed
total profit 200
200 profit
total workers 15/1
15 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

65

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 325
325 health generated
total area -325
325 consumed
total food 3,250
3,250 food generated
total produce -325
325 consumed
total workers
13k
$13,000 tax income
total workers 325/2
325 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

21

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -42
42 consumed
total energy -105
105 consumed
total meat 210
210 meat generated
total cows -21
21 consumed
total workers
1.68k
$1,680 tax income
total workers 42/2
42 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

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 has enough wheat to operate has enough salt to operate
operational

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 requires wheat to operate has enough salt to operate
needs wheat to operate
total area -35
35 consumed
total energy -70
70 consumed
total bread 7
7 bread generated
total wheat -35
35 consumed
total water -35
35 consumed
total salt -7
7 consumed
total profit 630
630 profit
total workers 35/1
35 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

2

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 -4
4 consumed
total energy -20
20 consumed
total grapes -2
2 consumed
total wine 2
2 wine generated
total water -2
2 consumed
total workers
400
$400 tax income
total workers 10/2
10 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

45

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 -90
90 consumed
total energy -450
450 consumed
total wheat -45
45 consumed
total beer 45
45 beer generated
total water -45
45 consumed
total workers
9k
$9,000 tax income
total workers 225/2
225 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
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 (+1)
pollution

-1

710

has enough area to operate has enough money to operate
operational
total health 4,260
4,260 health generated
total area -7,100
7,100 consumed
total fun 2,840
2,840 fun generated
total pollution -710
-710 pollution generated
total expenses -3.55k
3,550 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+3)
health

6 (+1)
pollution

-3

960

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 6,720
6,720 health generated
total area -48k
48k consumed consumed
total fun 10.56k
10.56k fun generated
total pollution -2.88k
-2,880 pollution generated
total profit 86.4k
86,400 profit
total workers 5760/1
5760 workers employed at level 1

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (+3)
health

5 (+1)
pollution

-12

710

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 4,260
4,260 health generated
total area -71k
71k consumed consumed
total fun 9,230
9,230 fun generated
total pollution -8.52k
-8,520 pollution generated
total profit 269.8k
269,800 profit
total workers 4260/3
4260 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

610

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,220
1,220 consumed
total energy -122k
122k consumed consumed
total culture 610
610 culture generated
total profit 91.5k
91,500 profit
total workers 2440/2
2440 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

220

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -440
440 consumed
total energy -22k
22k consumed consumed
total profit 6.16k
6,160 profit
total workers 660/0
660 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

60

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -180
-180 health generated
total area -900
900 consumed
total energy -114k
114k consumed consumed
total steel 600
600 steel generated
total pollution 60
60 pollution generated
total profit 9k
9,000 profit
total workers 1200/0
1200 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

330

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -660
660 consumed
total energy -264k
264k consumed consumed
total profit 130.35k
130,350 profit
total workers 6600/1
6600 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

210

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -630
-630 health generated
total area -21k
21k consumed consumed
total energy -315k
315k consumed consumed
total fun -2,100
-2,100 fun generated
total pollution 210
210 pollution generated
total profit 519.75k
519,750 profit
total workers 52500/0
52500 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

230

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,150
1,150 consumed
total energy -69k
69k consumed consumed
total culture 230
230 culture generated
total fun 1,150
1,150 fun generated
total profit 20.7k
20,700 profit
total workers 2300/0
2300 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

140

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -5,600
5,600 consumed
total energy -70k
70k consumed consumed
total fun 1,400
1,400 fun generated
total profit 14k
14,000 profit
total workers 2800/0
2800 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

790

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,580
1,580 consumed
total energy -7,900
7,900 consumed
total culture 3,950
3,950 culture generated
total fun 790
790 fun generated
total profit 371.3k
371,300 profit
total workers 2370/4
2370 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

250

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -17.5k
17.5k consumed consumed
total energy -62.5k
62.5k consumed consumed
total fun 2,250
2,250 fun generated
total pollution -250
-250 pollution generated
total profit 137.5k
137,500 profit
total workers 2500/3
2500 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

660

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -39.6k
39.6k consumed consumed
total energy -297k
297k consumed consumed
total fun 13.2k
13.2k fun generated
total pollution -660
-660 pollution generated
total profit 805.2k
805,200 profit
total workers 6600/4
6600 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

250

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 2,500
2,500 health generated
total area -5,000
5,000 consumed
total energy -100k
100k consumed consumed
total profit 75k
75,000 profit
total workers 2500/2
2500 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

820

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 12.3k
12.3k health generated
total area -3,280
3,280 consumed
total energy -41k
41k consumed consumed
total profit 1.27M
1,271,000 profit
total workers 8200/4
8200 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
0

missile_defense_arrays

size

1
Requires:
area

200
energy

5000
money

5000
steel

100
sulfur

20
lvl 5 workers

20
Stores:
shields

1000

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 -200
200 consumed
total energy -5,000
5,000 consumed
total sulfur -20
20 consumed
total steel -100
100 consumed
total profit 1.4k
1,400 profit
total workers 20/5
20 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

2

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

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

1

has enough area to operate
operational
total area -5
5 consumed

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

1

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

rock_yards

size

5
Requires:
area

20
Stores:
stone

100

1

has enough area to operate
operational
total area -20
20 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

1

has enough area to operate
operational
total area -10
10 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

35

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -350
350 consumed
total energy -350
350 consumed
total workers
1.75k
$1,750 tax income
total workers 175/0
175 workers employed at level 0

Resources

total sulfur sulfur 19.42k/20.05k
total uranium uranium 19.05k/19.05k
total steel steel 59.95k/60.05k
total fish fish 10.05k/10.05k
total oil oil 1/50
total gas gas 150/150
total gold gold 2.05k/2.05k
total coal coal 2.05k/2.05k
total stone stone 1/150
total bread bread 1/17.9k
total wheat wheat 1/4.25k
total grapes grapes 4.77k/17.55k
total wood wood 150/150
total beer beer 2.3k/2.3k
total wine wine 150/150
total food food 4.31k/4.47k
total produce produce 1/20.8k
total meat meat 18.6k/18.6k
total rice rice 6/250
total cows cows 1/1.15k
total lithium lithium 1/1.05k
total sand sand 1/50
total glass glass 1/50
total water water 421/1.25k
total salt salt 8/150
total missiles missiles 1/50
total shields shields 1/1.05k