Amora
This city is email-verified
Year Day Season Citizens Logs
Aeterrno Amora 23159 247 summer 125288
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
-5.364k/day 570/125.858k 202/125490 13422020 125300 $131.15G $6.613M $945.355k 329.346k/3.24M 7.27k/272k 2.518k 0 38.31k 3.926k 27.679k

Job/tax levels

Level 0 1.0
344 citizens
56175 total jobs
192 available jobs
Level 1 1.0
186 citizens
17855 total jobs
0 available jobs
Level 2 1.0
156 citizens
15740 total jobs
10 available jobs
Level 3 1.0
203 citizens
13340 total jobs
0 available jobs
Level 4 1.0
192 citizens
19760 total jobs
0 available jobs
Level 5 1.0
124207 citizens
2620 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

598

has enough workers to operate has enough money to operate
operational
total health -1,196
-1,196 health generated
total area 29.9k
29.9k area generated
total sprawl 1,794
1,794 sprawl generated
total profit 41.86k
41,860 profit
total workers 5980/0
5980 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

234

has enough workers to operate has enough money to operate
operational
total area 234k
234k area generated
total sprawl 234
234 sprawl generated
total profit 14.04k
14,040 profit
total workers 2340/0
2340 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

430

operational
total health 860
860 health generated
total area 4,300
4,300 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

380

operational
total health 380
380 health generated
total area 3,800
3,800 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

220

has enough area to operate
operational
total area -220
220 consumed
total housing 220
220 housing generated
total sprawl 220
220 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

30

has enough energy to operate has enough area to operate
operational
total area -30
30 consumed
total housing 60
60 housing generated
total energy -360
360 consumed
total sprawl 150
150 sprawl generated
total pollution 60
60 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

33

has enough energy to operate has enough area to operate
operational
total area -33
33 consumed
total housing 198
198 housing generated
total energy -594
594 consumed
total sprawl 99
99 sprawl generated
total pollution 165
165 pollution generated

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1

21

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -105
105 consumed
total housing 420
420 housing generated
total energy -1,470
1,470 consumed
total sprawl 21
21 sprawl generated
total expenses -2.1k
2,100 running expenses

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

68

has enough energy to operate has enough area to operate
operational
total area -680
680 consumed
total housing 1,360
1,360 housing generated
total energy -6,120
6,120 consumed
total pollution 1.02k
1,020 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

60

has enough energy to operate has enough area to operate
operational
total area -300
300 consumed
total housing 1,200
1,200 housing generated
total energy -3,000
3,000 consumed
total pollution 720
720 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

134

has enough energy to operate has enough area to operate
operational
total area -2,680
2,680 consumed
total housing 13.4k
13.4k housing generated
total energy -20.1k
20.1k consumed consumed
total pollution 6.7k
6,700 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

218

has enough energy to operate has enough area to operate
operational
total area -21.8k
21.8k consumed consumed
total housing 109k
109k housing generated
total energy -109k
109k consumed consumed
total pollution 21.8k
21,800 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

10

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -100
-100 health generated
total area -50
50 consumed
total energy 20k
20k energy generated
total pollution 300
300 pollution generated
total profit 400
400 profit
total workers 50/0
50 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

15

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -75
-75 health generated
total area -225
225 consumed
total energy 30k
30k energy generated
total pollution 225
225 pollution generated
total profit 1.2k
1,200 profit
total workers 75/1
75 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600 (+180)

513

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,565
2,565 consumed
total energy 400.14k
400.14k energy generated
total profit 87.21k
87,210 profit
total workers 5130/1
5130 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+400)

583

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,915
2,915 consumed
total energy 524.7k
524.7k energy generated
total profit 227.37k
227,370 profit
total workers 5830/2
5830 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

373

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -3,730
3,730 consumed
total energy 1.865M
1.865M energy generated
total profit 111.9k
111,900 profit
total workers 3730/3
3730 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000
water

10

250

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,500
2,500 consumed
total energy 250k
250k energy generated
total water 2,500
2,500 water generated
total profit 42.5k
42,500 profit
total workers 1250/2
1250 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

262

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,620
2,620 consumed
total pollution -26.2k
-26,200 pollution generated
total profit 825.3k
825,300 profit
total workers 2620/5
2620 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

180

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

20

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate
total area -900
900 consumed
total energy -108k
108k consumed consumed
total profit 16.2k
16,200 profit
total workers 1800/0
1800 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

260

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,080
2,080 consumed
total energy -208k
208k consumed consumed
total profit 41.6k
41,600 profit
total workers 2600/1
2600 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

360

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -3,600
3,600 consumed
total energy -288k
288k consumed consumed
total profit 118.8k
118,800 profit
total workers 3600/2
3600 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

410

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -8,200
8,200 consumed
total energy -492k
492k consumed consumed
total profit 266.5k
266,500 profit
total workers 4100/3
4100 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

520

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -15.6k
15.6k consumed consumed
total energy -416k
416k consumed consumed
total profit 728k
728,000 profit
total workers 5200/4
5200 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -5
-5 health generated
total area -25
25 consumed
total energy -1,900
1,900 consumed
total sulfur 1
1 sulfur generated
total uranium
total gold
total coal 1
1 coal generated
total pollution 10
10 pollution generated
total profit 50
50 profit
total workers 30/0
30 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

14

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -700
-700 health generated
total area -700
700 consumed
total energy -70k
70k consumed consumed
total uranium 14
14 uranium generated
total pollution 700
700 pollution generated
total profit 30.8k
30,800 profit
total workers 280/4
280 workers employed at level 4

salt_farms

size

5
Requires:
area

250
energy

500
money

1000
lvl 2 workers

10
Produces:
salt

1
Stores:
salt

100
0

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100

70

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 -700
700 consumed
total fish 350
350 fish generated
total profit 10.5k
10,500 profit
total workers 700/2
700 workers employed at level 2

desalination_plants

size

5
Requires:
area

100
energy

1000
money

1000
lvl 4 workers

8
Produces:
salt

1
water

1
Stores:
salt

50
water

50

15

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,500
1,500 consumed
total energy -15k
15k consumed consumed
total water 15
15 water generated
total salt 15
15 salt generated
total profit 4.2k
4,200 profit
total workers 120/4
120 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

190

has enough workers to operate has enough area to operate
operational
total area -190
190 consumed
total produce 190
190 produce generated
total workers
1.9k
$1,900 tax income
total workers 190/0
190 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

30

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 -3,000
3,000 consumed
total energy -300
300 consumed
total produce 150
150 produce generated
total water -150
150 consumed
total profit 1.2k
1,200 profit
total workers 150/0
150 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

6

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 -12
12 consumed
total energy -300
300 consumed
total culture 6
6 culture generated
total fish -6
6 consumed
total food 60
60 food generated
total rice -6
6 consumed
total water -6
6 consumed
total profit 2.34k
2,340 profit
total workers 30/3
30 workers employed at level 3

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough meat to operate 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 -4
4 consumed
total energy -20
20 consumed
total bread -2
2 consumed
total food 50
50 food generated
total meat -2
2 consumed
total profit 180
180 profit
total workers 10/1
10 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

2

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

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

68

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 340
340 health generated
total area -340
340 consumed
total food 3,400
3,400 food generated
total produce -340
340 consumed
total workers
13.6k
$13,600 tax income
total workers 340/2
340 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

20

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -40
40 consumed
total energy -100
100 consumed
total meat 200
200 meat generated
total cows -20
20 consumed
total workers
1.6k
$1,600 tax income
total workers 40/2
40 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 requires wheat to operate has enough salt to operate
needs wheat to operate

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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough water to operate requires grapes to operate
needs grapes to operate
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
200
$200 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

1

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

bars

size

2
Requires:
area

2
beer

1
energy

5
wine

1
lvl 1 workers

2
Produces:
crime

1
fun

10
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

1,000

has enough area to operate has enough money to operate
operational
total health 6,000
6,000 health generated
total area -10k
10k consumed consumed
total fun 5,000
5,000 fun generated
total pollution -1k
-1,000 pollution generated
total expenses -5k
5,000 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+6)
health

6 (+3)
pollution

-3

790

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 7,110
7,110 health generated
total area -39.5k
39.5k consumed consumed
total fun 11.06k
11.06k fun generated
total pollution -2.37k
-2,370 pollution generated
total profit 71.1k
71,100 profit
total workers 4740/1
4740 workers employed at level 1

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (+5)
health

5 (+1)
pollution

-12

580

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 3,480
3,480 health generated
total area -58k
58k consumed consumed
total fun 8,700
8,700 fun generated
total pollution -6.96k
-6,960 pollution generated
total profit 220.4k
220,400 profit
total workers 3480/3
3480 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

490

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -980
980 consumed
total energy -98k
98k consumed consumed
total culture 490
490 culture generated
total profit 73.5k
73,500 profit
total workers 1960/2
1960 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

160

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -320
320 consumed
total energy -16k
16k consumed consumed
total profit 4.48k
4,480 profit
total workers 480/0
480 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

45

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -135
-135 health generated
total area -675
675 consumed
total energy -85.5k
85.5k consumed consumed
total steel 450
450 steel generated
total pollution 45
45 pollution generated
total profit 6.75k
6,750 profit
total workers 900/0
900 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

265

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -530
530 consumed
total energy -212k
212k consumed consumed
total profit 104.67k
104,675 profit
total workers 5300/1
5300 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

160

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -480
-480 health generated
total area -16k
16k consumed consumed
total energy -240k
240k consumed consumed
total fun -1,600
-1,600 fun generated
total pollution 160
160 pollution generated
total profit 396k
396,000 profit
total workers 40000/0
40000 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

180

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -900
900 consumed
total energy -54k
54k consumed consumed
total culture 180
180 culture generated
total fun 900
900 fun generated
total profit 16.2k
16,200 profit
total workers 1800/0
1800 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -4,000
4,000 consumed
total energy -50k
50k consumed consumed
total fun 1,000
1,000 fun generated
total profit 10k
10,000 profit
total workers 2000/0
2000 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

650

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,300
1,300 consumed
total energy -6,500
6,500 consumed
total culture 3,250
3,250 culture generated
total fun 650
650 fun generated
total profit 305.5k
305,500 profit
total workers 1950/4
1950 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

200

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -14k
14k consumed consumed
total energy -50k
50k consumed consumed
total fun 1,800
1,800 fun generated
total pollution -200
-200 pollution generated
total profit 110k
110,000 profit
total workers 2000/3
2000 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

540

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -32.4k
32.4k consumed consumed
total energy -243k
243k consumed consumed
total fun 10.8k
10.8k fun generated
total pollution -540
-540 pollution generated
total profit 658.8k
658,800 profit
total workers 5400/4
5400 workers employed at level 4

travel

Travel buildings increase your city's desirability.

resorts

size

3
Requires:
area

30
energy

200
money

500
lvl 2 workers

5
Produces:
fun

50
health

10

2

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

200

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 2,000
2,000 health generated
total area -4,000
4,000 consumed
total energy -80k
80k consumed consumed
total profit 60k
60,000 profit
total workers 2000/2
2000 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

680

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 10.2k
10.2k health generated
total area -2,720
2,720 consumed
total energy -34k
34k consumed consumed
total profit 1.05M
1,054,000 profit
total workers 6800/4
6800 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

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

1

has enough area to operate
operational
total area -10
10 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

1

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

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

30

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -300
300 consumed
total energy -300
300 consumed
total workers
1.5k
$1,500 tax income
total workers 150/0
150 workers employed at level 0

Resources

total sulfur sulfur 1.05k/1.05k
total uranium uranium 14.15k/14.15k
total steel steel 45.05k/45.05k
total fish fish 9.04k/9.05k
total oil oil 1/50
total gas gas 150/150
total gold gold 1/150
total coal coal 150/150
total stone stone 1/150
total bread bread 1/15.05k
total wheat wheat 1/150
total grapes grapes 1/15.05k
total wood wood 150/150
total beer beer 100/100
total wine wine 100/100
total food food 3.57k/3.7k
total produce produce 149/18.45k
total meat meat 16.05k/16.05k
total rice rice 6/150
total cows cows 9/1.25k
total lithium lithium 1/1.05k
total sand sand 1/50
total glass glass 1/50
total water water 542/900
total salt salt 891/900
total missiles missiles 1/50
total shields shields 50/50