Anarchia
This city is email-verified
Year Day Season Citizens Logs
Innos 10613 287 fall 3150
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
-888/day 0/3.15k 0/1271 762060 3160 $8.278G $53.705k $19.036k 129.72k/175.2k 1.702k/5.325k 354 1 168 25 173

Job/tax levels

Level 0 0.5
8 citizens
403 total jobs
0 available jobs
Level 1 0.45
14 citizens
170 total jobs
0 available jobs
Level 2 0.4
77 citizens
205 total jobs
0 available jobs
Level 3 0.4
563 citizens
81 total jobs
0 available jobs
Level 4 0.4
1670 citizens
132 total jobs
0 available jobs
Level 5 0.4
818 citizens
280 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

7

operational
total health -7
-7 health generated
total area 175
175 area generated
total sprawl 70
70 sprawl generated
total pollution 221
1 pollution generated per building per 100 citizens

highways

size

2
Produces:
area

50
health

-4 (+1)
pollution per pop

0.02
sprawl

20

5

operational
total health -15
-15 health generated
total area 250
250 area generated
total sprawl 100
100 sprawl generated
total pollution 315
2 pollution generated per building per 100 citizens

airports

size

3
Requires:
energy

150
lvl 0 workers

10
Produces:
area

100
health

-2
pollution per pop

0.03

2

has enough workers to operate has enough energy to operate
operational
total health -4
-4 health generated
total area 200
200 area generated
total energy -300
300 consumed
total pollution 189
3 pollution generated per building per 100 citizens
total workers
100
$100 tax income
total workers 20/0
20 workers employed at level 0

bus_lines

size

1
Requires:
money

30
lvl 0 workers

10
Produces:
area

50
health

-2
sprawl

3

10

has enough workers to operate has enough money to operate
operational
total health -20
-20 health generated
total area 500
500 area generated
total sprawl 30
30 sprawl generated
total profit 200
200 profit
total workers 100/0
100 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

4

has enough workers to operate has enough money to operate
operational
total area 4,000
4,000 area generated
total sprawl 4
4 sprawl generated
total profit 40
40 profit
total workers 40/0
40 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

10

operational
total health 30
30 health generated
total area 100
100 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

10

operational
total health 10
10 health generated
total area 100
100 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

30

has enough area to operate
operational
total area -30
30 consumed
total housing 30
30 housing generated
total sprawl 30
30 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

15

has enough energy to operate has enough area to operate
operational
total area -15
15 consumed
total housing 30
30 housing generated
total energy -180
180 consumed
total sprawl 75
75 sprawl generated
total pollution 30
30 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

15

has enough energy to operate has enough area to operate
operational
total area -15
15 consumed
total housing 90
90 housing generated
total energy -270
270 consumed
total sprawl 45
45 sprawl generated
total pollution 75
75 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

15

has enough energy to operate has enough area to operate
operational
total area -150
150 consumed
total housing 300
300 housing generated
total energy -1,350
1,350 consumed
total pollution 225
225 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

10

has enough energy to operate has enough area to operate
operational
total area -50
50 consumed
total housing 200
200 housing generated
total energy -500
500 consumed
total pollution 120
120 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

5

has enough energy to operate has enough area to operate
operational
total area -100
100 consumed
total housing 500
500 housing generated
total energy -750
750 consumed
total pollution 250
250 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

4

has enough energy to operate has enough area to operate
operational
total area -400
400 consumed
total housing 2,000
2,000 housing generated
total energy -2,000
2,000 consumed
total pollution 400
400 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

2

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -20
-20 health generated
total area -10
10 consumed
total energy 4,000
4,000 energy generated
total pollution 60
60 pollution generated
total profit 30
30 profit
total workers 10/0
10 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
0

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

3

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -15
15 consumed
total energy 1,800
1,800 energy generated
total profit 180
180 profit
total workers 30/1
30 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-150)

4

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -20
20 consumed
total energy 1,400
1,400 energy generated
total profit 600
600 profit
total workers 40/2
40 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

2

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -20
20 consumed
total energy 10k
10k energy generated
total expenses -360
-360 running expenses
total workers 20/3
20 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000
water

10

8

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -80
80 consumed
total energy 8,000
8,000 energy generated
total water 80
80 water generated
total profit 400
400 profit
total workers 40/2
40 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 -9.36k
-9,360 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

28

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -280
280 consumed
total pollution -2.8k
-2,800 pollution generated
total profit 34.44k
34,440 profit
total workers 280/5
280 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

7

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -35
35 consumed
total energy -4,200
4,200 consumed
total profit 280
280 profit
total workers 70/0
70 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 300
300 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 450
450 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 profit 680
680 profit
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 profit 1.32k
1,320 profit
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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -75
75 consumed
total energy -5,700
5,700 consumed
total wood 15
15 wood generated
total expenses -480
-480 running expenses
total workers 30/1
30 workers employed at level 1

mines

size

5
Requires:
area

25
energy

1900
money

250
lvl 0 workers

30
Produces:
coal

1
gold

random drop
health

-5
pollution

10
sulfur

1
uranium

random drop
Stores:
coal

100
gold

100
sulfur

1000
uranium

100

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 expenses -100
-100 running expenses
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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -50
-50 health generated
total area -50
50 consumed
total energy -5,000
5,000 consumed
total uranium 1
1 uranium generated
total pollution 50
50 pollution generated
total profit 280
280 profit
total workers 20/4
20 workers employed at level 4

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10

4

has enough workers to operate has enough area to operate
operational
total area -4
4 consumed
total produce 4
4 produce generated
total workers
20
$20 tax income
total workers 4/0
4 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

6

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 -600
600 consumed
total energy -60
60 consumed
total wheat 6
6 wheat generated
total water -30
30 consumed
total profit 90
90 profit
total workers 30/0
30 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

2

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 -200
200 consumed
total energy -20
20 consumed
total produce 10
10 produce generated
total water -10
10 consumed
total profit 30
30 profit
total workers 10/0
10 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

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
operational
total area -100
100 consumed
total energy -10
10 consumed
total cows 1
1 cows generated
total water -10
10 consumed
total profit 15
15 profit
total workers 5/0
5 workers employed at level 0

vineyards

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
grapes

1
Stores:
grapes

50

2

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 -200
200 consumed
total energy -20
20 consumed
total grapes 2
2 grapes generated
total water -20
20 consumed
total profit 30
30 profit
total workers 10/0
10 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 150
150 profit
total workers 5/3
5 workers employed at level 3

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough meat to operate has enough bread to operate
operational
total area -2
2 consumed
total energy -10
10 consumed
total bread -1
1 consumed
total food 25
25 food generated
total meat -1
1 consumed
total profit 35
35 profit
total workers 5/1
5 workers employed at level 1

grocery_stores

size

5
Requires:
area

5
bread

5
energy

10
fish

1
meat

1
money

100
produce

1
rice

5
water

1
lvl 1 workers

15
Produces:
food

100
Stores:
food

1000

1

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

1

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 5
5 health generated
total area -5
5 consumed
total food 50
50 food generated
total produce -5
5 consumed
total workers
80
$80 tax income
total workers 5/2
5 workers employed at level 2

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50

1

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -2
2 consumed
total energy -5
5 consumed
total meat 10
10 meat generated
total cows -1
1 consumed
total workers
32
$32 tax income
total workers 2/2
2 workers employed at level 2

bakeries

size

2
Requires:
area

5
energy

10
money

10
salt

1
water

5
wheat

5
lvl 1 workers

5
Produces:
bread

1
Stores:
bread

50

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough water to operate has enough wheat to operate has enough salt to operate
operational
total area -5
5 consumed
total energy -10
10 consumed
total bread 1
1 bread generated
total wheat -5
5 consumed
total water -5
5 consumed
total salt -1
1 consumed
total profit 35
35 profit
total workers 5/1
5 workers employed at level 1

wineries

size

4
Requires:
area

2
energy

10
grapes

1
water

1
lvl 2 workers

5
Produces:
wine

1
Stores:
wine

50

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
160
$160 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

2

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 -4
4 consumed
total energy -20
20 consumed
total wheat -2
2 consumed
total beer 2
2 beer generated
total water -2
2 consumed
total workers
160
$160 tax income
total workers 10/2
10 workers employed at level 2

bars

size

2
Requires:
area

2
beer

1
energy

5
wine

1
lvl 1 workers

2
Produces:
crime

1
fun

10

1

has enough workers to operate has enough energy to operate has enough area to operate has enough beer to operate has enough wine to operate
operational
total area -2
2 consumed
total energy -5
5 consumed
total fun 10
10 fun generated
total beer -1
1 consumed
total wine -1
1 consumed
total workers
18
$18 tax income
total workers 2/1
2 workers employed at level 1

civic

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

parks

size

1
Requires:
area

10
money

5
Produces:
fun

3 (+1)
health

5 (+2)
pollution

-1

15

has enough area to operate has enough money to operate
operational
total health 105
105 health generated
total area -150
150 consumed
total fun 60
60 fun generated
total pollution -15
-15 pollution generated
total expenses -75
75 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+2)
health

6 (+2)
pollution

-3

3

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 24
24 health generated
total area -150
150 consumed
total fun 30
30 fun generated
total pollution -9
-9 pollution generated
total profit 72
72 profit
total workers 18/1
18 workers employed at level 1

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (+5)
health

5 (+3)
pollution

-12

1

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 8
8 health generated
total area -100
100 consumed
total fun 15
15 fun generated
total pollution -12
-12 pollution generated
total profit 92
92 profit
total workers 6/3
6 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -4
4 consumed
total energy -400
400 consumed
total culture 2
2 culture generated
total profit 108
108 profit
total workers 8/2
8 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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -6
6 consumed
total energy -300
300 consumed
total profit 39
39 profit
total workers 9/0
9 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -3
-3 health generated
total area -15
15 consumed
total energy -1,900
1,900 consumed
total steel 10
10 steel generated
total pollution 1
1 pollution generated
total profit 50
50 profit
total workers 20/0
20 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2
2 consumed
total energy -800
800 consumed
total profit 175
175 profit
total workers 20/1
20 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
0

entertainment

Entertainment buildings have jobs, and add other intangibles to your city.

theatres

size

2
Requires:
area

5
energy

300
money

10
lvl 0 workers

10
Produces:
culture

1
fun

5

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -10
10 consumed
total energy -600
600 consumed
total culture 2
2 culture generated
total fun 10
10 fun generated
total profit 80
80 profit
total workers 20/0
20 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

1

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

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

4

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -8
8 consumed
total energy -40
40 consumed
total culture 20
20 culture generated
total fun 4
4 fun generated
total profit 728
728 profit
total workers 12/4
12 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -70
70 consumed
total energy -250
250 consumed
total fun 9
9 fun generated
total pollution -1
-1 pollution generated
total profit 70
70 profit
total workers 10/3
10 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -60
60 consumed
total energy -450
450 consumed
total fun 20
20 fun generated
total pollution -1
-1 pollution generated
total profit 260
260 profit
total workers 10/4
10 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

4

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 40
40 health generated
total area -80
80 consumed
total energy -1,600
1,600 consumed
total profit 240
240 profit
total workers 40/2
40 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 75
75 health generated
total area -20
20 consumed
total energy -250
250 consumed
total profit 2.95k
2,950 profit
total workers 50/4
50 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 requires sulfur to operate
needs sulfur to operate

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

1

has enough area to operate
operational
total area -5
5 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

4

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

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

1

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -10
10 consumed
total energy -10
10 consumed
total workers
25
$25 tax income
total workers 5/0
5 workers employed at level 0

Resources

total sulfur sulfur 3/1.05k
total uranium uranium 1/1.15k
total steel steel 970/1.05k
total fish fish 1.05k/1.05k
total oil oil 1/50
total gas gas 1/50
total gold gold 49/150
total coal coal 150/150
total stone stone 1/150
total bread bread 1/600
total wheat wheat 8/750
total grapes grapes 648/650
total wood wood 1.65k/1.65k
total beer beer 149/150
total wine wine 149/150
total food food 171/175
total produce produce 685/690
total meat meat 599/600
total rice rice 1/450
total cows cows 150/200
total lithium lithium 1/1.05k
total sand sand 1/50
total glass glass 1/50
total water water 175/250
total salt salt 1/150
total missiles missiles 1/50
total shields shields 1/50