Amora
This city is email-verified
Year Day Season Citizens Logs
Aeterrno Amora 22260 102 spring 103958
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
-4.404k/day 0/103.958k 77/104035 11820520 103960 $6.029G $5.422M $774.385k 136.646k/2.568M 938/221.6k 2.09k 0 32.17k 3.201k 23.985k

Job/tax levels

Level 0 1.0
0 citizens
47220 total jobs
67 available jobs
Level 1 1.0
0 citizens
14700 total jobs
0 available jobs
Level 2 1.0
0 citizens
13010 total jobs
10 available jobs
Level 3 1.0
0 citizens
10825 total jobs
0 available jobs
Level 4 1.0
0 citizens
16120 total jobs
0 available jobs
Level 5 1.0
103958 citizens
2160 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

470

has enough workers to operate has enough money to operate
operational
total health -940
-940 health generated
total area 23.5k
23.5k area generated
total sprawl 1,410
1,410 sprawl generated
total profit 32.9k
32,900 profit
total workers 4700/0
4700 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

190

has enough workers to operate has enough money to operate
operational
total area 190k
190k area generated
total sprawl 190
190 sprawl generated
total profit 11.4k
11,400 profit
total workers 1900/0
1900 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

105

has enough energy to operate has enough area to operate
operational
total area -2,100
2,100 consumed
total housing 10.5k
10.5k housing generated
total energy -15.75k
15.75k consumed consumed
total pollution 5.25k
5,250 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

180

has enough energy to operate has enough area to operate
operational
total area -18k
18k consumed consumed
total housing 90k
90k housing generated
total energy -90k
90k consumed consumed
total pollution 18k
18,000 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

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

11

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -55
-55 health generated
total area -165
165 consumed
total energy 22k
22k energy generated
total pollution 165
165 pollution generated
total profit 880
880 profit
total workers 55/1
55 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600 (+180)

420

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,100
2,100 consumed
total energy 327.6k
327.6k energy generated
total profit 71.4k
71,400 profit
total workers 4200/1
4200 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+220)

470

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,350
2,350 consumed
total energy 338.4k
338.4k energy generated
total profit 183.3k
183,300 profit
total workers 4700/2
4700 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

290

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,900
2,900 consumed
total energy 1.45M
1.45M energy generated
total profit 87k
87,000 profit
total workers 2900/3
2900 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+300)
water

10

200

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,000
2,000 consumed
total energy 260k
260k energy generated
total water 2,000
2,000 water generated
total profit 34k
34,000 profit
total workers 1000/2
1000 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

216

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,160
2,160 consumed
total pollution -21.6k
-21,600 pollution generated
total profit 680.4k
680,400 profit
total workers 2160/5
2160 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

163

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

7

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 -815
815 consumed
total energy -97.8k
97.8k consumed consumed
total profit 14.67k
14,670 profit
total workers 1630/0
1630 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

220

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,760
1,760 consumed
total energy -176k
176k consumed consumed
total profit 35.2k
35,200 profit
total workers 2200/1
2200 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

300

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -3,000
3,000 consumed
total energy -240k
240k consumed consumed
total profit 99k
99,000 profit
total workers 3000/2
3000 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

340

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -6,800
6,800 consumed
total energy -408k
408k consumed consumed
total profit 221k
221,000 profit
total workers 3400/3
3400 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

430

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -12.9k
12.9k consumed consumed
total energy -344k
344k consumed consumed
total profit 602k
602,000 profit
total workers 4300/4
4300 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

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -500
-500 health generated
total area -500
500 consumed
total energy -50k
50k consumed consumed
total uranium 10
10 uranium generated
total pollution 500
500 pollution generated
total profit 22k
22,000 profit
total workers 200/4
200 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

60

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -300
300 consumed
total energy -600
600 consumed
total fish 300
300 fish generated
total profit 9k
9,000 profit
total workers 600/2
600 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

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

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 water to operate
needs rice to operate
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

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

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 requires bread to operate
needs bread to operate
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 90
90 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

2

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 requires bread to operate has enough produce to operate
needs bread, rice, 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

3

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 -6
6 consumed
total energy -30
30 consumed
total grapes -3
3 consumed
total wine 3
3 wine generated
total water -3
3 consumed
total workers
600
$600 tax income
total workers 15/2
15 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

640

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 5,760
5,760 health generated
total area -32k
32k consumed consumed
total fun 8,960
8,960 fun generated
total pollution -1.92k
-1,920 pollution generated
total profit 57.6k
57,600 profit
total workers 3840/1
3840 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

470

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 2,820
2,820 health generated
total area -47k
47k consumed consumed
total fun 7,050
7,050 fun generated
total pollution -5.64k
-5,640 pollution generated
total profit 178.6k
178,600 profit
total workers 2820/3
2820 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

400

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -800
800 consumed
total energy -80k
80k consumed consumed
total culture 400
400 culture generated
total profit 60k
60,000 profit
total workers 1600/2
1600 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

140

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 -14k
14k consumed consumed
total profit 3.92k
3,920 profit
total workers 420/0
420 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

40

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -120
-120 health generated
total area -600
600 consumed
total energy -76k
76k consumed consumed
total steel 400
400 steel generated
total pollution 40
40 pollution generated
total profit 6k
6,000 profit
total workers 800/0
800 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

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 -176k
176k consumed consumed
total profit 86.9k
86,900 profit
total workers 4400/1
4400 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

135

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -405
-405 health generated
total area -13.5k
13.5k consumed consumed
total energy -202.5k
202.5k consumed consumed
total fun -1,350
-1,350 fun generated
total pollution 135
135 pollution generated
total profit 334.13k
334,125 profit
total workers 33750/0
33750 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

150

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -750
750 consumed
total energy -45k
45k consumed consumed
total culture 150
150 culture generated
total fun 750
750 fun generated
total profit 13.5k
13,500 profit
total workers 1500/0
1500 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

90

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 -45k
45k consumed consumed
total fun 900
900 fun generated
total profit 9k
9,000 profit
total workers 1800/0
1800 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

530

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,060
1,060 consumed
total energy -5,300
5,300 consumed
total culture 2,650
2,650 culture generated
total fun 530
530 fun generated
total profit 249.1k
249,100 profit
total workers 1590/4
1590 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

170

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -11.9k
11.9k consumed consumed
total energy -42.5k
42.5k consumed consumed
total fun 1,530
1,530 fun generated
total pollution -170
-170 pollution generated
total profit 93.5k
93,500 profit
total workers 1700/3
1700 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

440

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -26.4k
26.4k consumed consumed
total energy -198k
198k consumed consumed
total fun 8,800
8,800 fun generated
total pollution -440
-440 pollution generated
total profit 536.8k
536,800 profit
total workers 4400/4
4400 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

170

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 1,700
1,700 health generated
total area -3,400
3,400 consumed
total energy -68k
68k consumed consumed
total profit 51k
51,000 profit
total workers 1700/2
1700 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

550

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 8,250
8,250 health generated
total area -2,200
2,200 consumed
total energy -27.5k
27.5k consumed consumed
total profit 852.5k
852,500 profit
total workers 5500/4
5500 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

25

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -250
250 consumed
total energy -250
250 consumed
total workers
1.25k
$1,250 tax income
total workers 125/0
125 workers employed at level 0

Resources

total sulfur sulfur 1.05k/1.05k
total uranium uranium 10.15k/10.15k
total steel steel 40.05k/40.05k
total fish fish 8.05k/8.05k
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 1/12.55k
total wheat wheat 1/150
total grapes grapes 1/12.55k
total wood wood 150/150
total beer beer 100/100
total wine wine 200/200
total food food 3.42k/3.52k
total produce produce 149/15.95k
total meat meat 13.55k/13.55k
total rice rice 1/150
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 545/900
total salt salt 900/900
total missiles missiles 1/50
total shields shields 50/50