Abandoned Year Day Season Citizens Logs
TTaol 10624 303 fall 7473
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
-748/day -7.26k/213 0/7298 0 0 $2.618G $58.9k $21.205k 8/105k 8.636k/14.17k 356 0 167 7 550

Job/tax levels

Level 0 0.8
119 citizens
5810 total jobs
0 available jobs
Level 1 0.3
17 citizens
530 total jobs
0 available jobs
Level 2 0.25
36 citizens
428 total jobs
0 available jobs
Level 3 0.1
3484 citizens
250 total jobs
0 available jobs
Level 4 0.05
2590 citizens
190 total jobs
0 available jobs
Level 5 0.05
1227 citizens
90 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

48

has enough workers to operate has enough money to operate
operational
total health -96
-96 health generated
total area 2,400
2,400 area generated
total sprawl 144
144 sprawl generated
total profit 2.4k
2,400 profit
total workers 480/0
480 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

11

has enough workers to operate has enough money to operate
operational
total area 11k
11k area generated
total sprawl 11
11 sprawl generated
total profit 440
440 profit
total workers 110/0
110 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

38

operational
total health 114
114 health generated
total area 380
380 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

39

operational
total health 39
39 health generated
total area 390
390 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

37

has enough area to operate
operational
total area -37
37 consumed
total housing 37
37 housing generated
total sprawl 37
37 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

19

has enough energy to operate has enough area to operate
operational
total area -19
19 consumed
total housing 38
38 housing generated
total energy -228
228 consumed
total sprawl 95
95 sprawl generated
total pollution 38
38 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

23

has enough energy to operate has enough area to operate
operational
total area -23
23 consumed
total housing 138
138 housing generated
total energy -414
414 consumed
total sprawl 69
69 sprawl generated
total pollution 115
115 pollution generated

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
0

energy

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

coal_plants

size

5
Requires:
area

5
money

10
lvl 0 workers

5
Produces:
energy

2000 (+1000)
health

-10
pollution

30
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

25

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -125
125 consumed
total energy 15k
15k energy generated
total profit 750
750 profit
total workers 250/1
250 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500

20

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -100
100 consumed
total energy 10k
10k energy generated
total profit 1.8k
1,800 profit
total workers 200/2
200 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

13

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -130
130 consumed
total energy 65k
65k energy generated
total expenses -5.46k
-5,460 running expenses
total workers 130/3
130 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+500)
water

10

10

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -100
100 consumed
total energy 15k
15k energy generated
total water 100
100 water generated
total profit 200
200 profit
total workers 50/2
50 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 requires uranium to operate
needs uranium to operate

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

9

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -90
90 consumed
total pollution -900
-900 pollution generated
total profit 990
990 profit
total workers 90/5
90 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

8

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 -4,800
4,800 consumed
total profit 560
560 profit
total workers 80/0
80 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

6

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -48
48 consumed
total energy -4,800
4,800 consumed
total profit 120
120 profit
total workers 60/1
60 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

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -50
50 consumed
total energy -4,000
4,000 consumed
total profit 150
150 profit
total workers 50/2
50 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

4

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -80
80 consumed
total energy -4,800
4,800 consumed
total expenses -280
-280 running expenses
total workers 40/3
40 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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -90
90 consumed
total energy -2,400
2,400 consumed
total expenses -360
-360 running expenses
total workers 30/4
30 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
0

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

10

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 -250
250 consumed
total energy -19k
19k consumed consumed
total sulfur 10
10 sulfur generated
total uranium
total gold
total coal 10
10 coal generated
total pollution 100
100 pollution generated
total expenses -100
-100 running expenses
total workers 300/0
300 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 requires energy to operate has enough area to operate has enough money to operate
needs energy to operate

quarries

size

5
Requires:
area

100
energy

500
money

1000
lvl 4 workers

20
Produces:
stone

1
Stores:
stone

100
0

reservoirs

size

10
Requires:
area

500
energy

100
money

100
lvl 1 workers

5
Produces:
water

100
Stores:
water

1000
0

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10
0

rice_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
rice

1
Stores:
rice

50
0

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50
0

livestock_farms

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
cows

1
Stores:
cows

50
0

vineyards

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
grapes

1
Stores:
grapes

50
0

food

Food buildings allow you to distribute food to your citizens.

sushi_restaurants

size

2
Requires:
area

2
energy

50
fish

1
money

10
rice

1
water

1
lvl 3 workers

5
Produces:
culture

1
food

10
Stores:
food

25
0

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50
0

grocery_stores

size

5
Requires:
area

5
bread

5
energy

10
fish

1
meat

1
money

100
produce

1
rice

5
water

1
lvl 1 workers

15
Produces:
food

100
Stores:
food

1000
0

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50
0

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50
0

bakeries

size

2
Requires:
area

5
energy

10
money

10
salt

1
water

5
wheat

5
lvl 1 workers

5
Produces:
bread

1
Stores:
bread

50
0

wineries

size

4
Requires:
area

2
energy

10
grapes

1
water

1
lvl 2 workers

5
Produces:
wine

1
Stores:
wine

50
0

breweries

size

4
Requires:
area

2
energy

10
water

1
wheat

1
lvl 2 workers

5
Produces:
beer

1
Stores:
beer

50
0

bars

size

2
Requires:
area

2
beer

1
energy

5
wine

1
lvl 1 workers

2
Produces:
crime

1
fun

10
0

civic

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

parks

size

1
Requires:
area

10
money

5
Produces:
fun

3 (-1)
health

5 (+2)
pollution

-1

31

has enough area to operate has enough money to operate
operational
total health 217
217 health generated
total area -310
310 consumed
total fun 62
62 fun generated
total pollution -31
-31 pollution generated
total expenses -155
155 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (-1)
health

6 (+2)
pollution

-3

10

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 80
80 health generated
total area -500
500 consumed
total fun 70
70 fun generated
total pollution -30
-30 pollution generated
total profit 60
60 profit
total workers 60/1
60 workers employed at level 1

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (-2)
health

5 (+2)
pollution

-12

5

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 35
35 health generated
total area -500
500 consumed
total fun 40
40 fun generated
total pollution -60
-60 pollution generated
total expenses -260
-260 running expenses
total workers 30/3
30 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

7

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -14
14 consumed
total energy -1,400
1,400 consumed
total culture 7
7 culture generated
total profit 210
210 profit
total workers 28/2
28 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

14

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

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -30
-30 health generated
total area -150
150 consumed
total energy -19k
19k consumed consumed
total steel 100
100 steel generated
total pollution 10
10 pollution generated
total profit 1.1k
1,100 profit
total workers 200/0
200 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

8

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

18

has enough workers to operate requires energy to operate has enough area to operate has enough money to operate
needs energy to operate
total area -16
16 consumed
total energy -6,400
6,400 consumed
total profit 920
920 profit
total workers 160/1
160 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

18

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -54
-54 health generated
total area -1,800
1,800 consumed
total energy -27k
27k consumed consumed
total fun -180
-180 fun generated
total pollution 18
18 pollution generated
total profit 35.55k
35,550 profit
total workers 4500/0
4500 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

10

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

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

7

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -280
280 consumed
total energy -3,500
3,500 consumed
total fun 70
70 fun generated
total profit 420
420 profit
total workers 140/0
140 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1
0

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -350
350 consumed
total energy -1,250
1,250 consumed
total fun 45
45 fun generated
total pollution -5
-5 pollution generated
total expenses -850
-850 running expenses
total workers 50/3
50 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -180
180 consumed
total energy -1,350
1,350 consumed
total fun 60
60 fun generated
total pollution -3
-3 pollution generated
total expenses -900
-900 running expenses
total workers 30/4
30 workers employed at level 4

travel

Travel buildings increase your city's desirability.

ski_resorts

size

3
Requires:
area

50
energy

400
money

1000
lvl 2 workers

25
Produces:
fun

50
health

10
0

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

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 100
100 health generated
total area -200
200 consumed
total energy -4,000
4,000 consumed
total profit 0
0 profit
total workers 100/2
100 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 390
390 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
0

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 107/10.05k
total uranium uranium 0/1.05k
total steel steel 10k/10.05k
total fish fish 0/50
total oil oil 0/50
total gas gas 0/50
total gold gold 0/1.05k
total coal coal 0/1.05k
total stone stone 0/50
total bread bread 0/50
total wheat wheat 0/50
total grapes grapes 0/50
total wood wood 0/50
total beer beer 0/50
total wine wine 0/50
total food food 0/50
total produce produce 0/50
total meat meat 0/50
total rice rice 0/50
total cows cows 0/50
total lithium lithium 0/50
total sand sand 0/50
total glass glass 0/50
total water water 50/50
total salt salt 0/50
total missiles missiles 0/50
total shields shields 0/50