Arkham City | Year | Day | Season | Citizens | Logs |
Teemberland | 14304 | 227 | summer | 68 |
Pollution
|
Housing
|
Jobs
|
Food capacity
|
Daily Food Consumption
|
Money
|
Daily Tax Income
|
Daily Cost
|
Energy
|
Area
|
Sprawl
|
Crime
|
Fun
|
Culture
|
Health
|
89/day | 0/68 | 4/72 | 0 | 0 | $19.744M | $431 | $159 | 2.688k/4k | 1.076k/1.15k | 58 | 0 | 10 | 1 | -15 |
Job/tax levels
Level 0
0.6
0
citizens
61
total jobs
0
available jobs
Level 1
0.65
68
citizens
11
total jobs
4
available jobs
Level 2
0.66
0
citizens
0
total jobs
0
available jobs
Level 3
0.67
0
citizens
0
total jobs
0
available jobs
Level 4
0.68
0
citizens
0
total jobs
0
available jobs
Level 5
1.0
0
citizens
0
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
area
25
health
-1
pollution per pop
0.01
sprawl
10
2 operational
|
-2
-2 health generated
50
50 area generated
20
20 sprawl generated
1
1 pollution generated per building per 100 citizens
highways
size
2
area
50
health
-4
pollution per pop
0.02
sprawl
20
0 |
airports
size
3
energy
150
lvl 0 workers
10
area
100
health
-2
pollution per pop
0.03
0 |
bus_lines
size
1
money
30
lvl 0 workers
10
area
50
health
-2
sprawl
3
2 operational
|
-4
-4 health generated
100
100 area generated
6
6 sprawl generated
60
60 profit
20/0
20 workers employed at level 0
subway_lines
size
10
money
40
lvl 0 workers
10
area
1000
sprawl
1
1 operational
|
1,000
1,000 area generated
1
1 sprawl generated
20
20 profit
10/0
10 workers employed at level 0
bike_lanes
size
1
area
10
health
2
0 |
bikeshare_stations
size
1
area
10
health
1
0 |
gas_stations
size
1
area
2
energy
10
money
10
oil
1
lvl 0 workers
5
gas
10
pollution
1
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
area
1
housing
1
sprawl
1
10 operational
|
-10
10
consumed
10
10 housing generated
10
10 sprawl generated
single_family_homes
size
1
area
1
energy
12
housing
2
pollution
2
sprawl
5
3 operational
|
-3
3
consumed
6
6 housing generated
-36
36
consumed
15
15 sprawl generated
6
6 pollution generated
multi_family_homes
size
2
area
1
energy
18
housing
6
pollution
5
sprawl
3
2 operational
|
-2
2
consumed
12
12 housing generated
-36
36
consumed
6
6 sprawl generated
10
10 pollution generated
homeless_shelters
size
2
area
5
energy
70
money
100
housing
20
sprawl
1
0 |
apartments
size
3
area
10
energy
90
housing
20
pollution
15
1 operational
|
-10
10
consumed
20
20 housing generated
-90
90
consumed
15
15 pollution generated
micro_apartments
size
2
area
5
energy
50
housing
20
pollution
12
1 operational
|
-5
5
consumed
20
20 housing generated
-50
50
consumed
12
12 pollution generated
high_rises
size
5
area
20
energy
150
housing
100
pollution
50
0 |
megablocks
size
10
area
100
energy
500
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
area
5
money
10
lvl 0 workers
5
energy
2000
health
-10
pollution
30
1 operational
|
-10
-10 health generated
-5
5
consumed
2,000
2,000 energy generated
30
30 pollution generated
20
20 profit
5/0
5 workers employed at level 0
natural_gas_plants
size
1
area
15
money
20
lvl 1 workers
5
energy
2000
health
-5
pollution
15
1 operational
|
-5
-5 health generated
-15
15
consumed
2,000
2,000 energy generated
15
15 pollution generated
45
45 profit
5/1
5 workers employed at level 1
wind_turbines
size
1
area
5
money
30
lvl 1 workers
10
energy
600 (+180)
0 |
solar_plants
size
1
area
5
money
10
lvl 2 workers
10
energy
500 (+400)
0 |
nuclear_plants
size
5
area
10
money
500
lvl 3 workers
10
energy
5000
0 |
dams
size
4
area
10
money
30
lvl 2 workers
5
energy
1000
water
10
0 |
fusion_reactors
size
5
area
10
money
10000
uranium
1
lvl 4 workers
10
energy
150000
0 |
carbon_capture_plants
size
5
area
10
money
50
lvl 5 workers
10
pollution
-100
0 |
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
area
5
energy
600
money
10
lvl 0 workers
10
education lvl 1
50
1 operational
|
-5
5
consumed
-600
600
consumed
50
50 profit
10/0
10 workers employed at level 0
middle_schools
size
3
area
8
energy
800
money
40
lvl 1 workers
10
education lvl 2
30
0 |
high_schools
size
3
area
10
energy
800
money
70
lvl 2 workers
10
education lvl 3
20
0 |
universities
size
4
area
20
energy
1200
money
150
lvl 3 workers
10
education lvl 4
10
0 |
research_labs
size
2
area
30
energy
800
money
200
lvl 4 workers
10
education lvl 5
5
0 |
resources
Resource buildings are ways to generate in-game resources. Some regions have unique resource buildings.
mines
size
5
area
25
energy
1900
money
250
lvl 0 workers
30
coal
1
gold
random drop
health
-5
pollution
10
sulfur
1
uranium
random drop
coal
100
gold
100
sulfur
1000
uranium
100
0 |
uranium_mines
size
3
area
50
energy
5000
money
1000
lvl 4 workers
20
health
-50
pollution
50
uranium
1
uranium
1000
0 |
salt_farms
size
5
area
250
energy
500
money
1000
lvl 2 workers
10
salt
1
salt
100
0 |
fisheries
size
5
area
5
energy
10
money
250
lvl 2 workers
10
fish
5
fish
100
0 |
desalination_plants
size
5
area
100
energy
1000
money
1000
lvl 4 workers
8
salt
1
water
1
salt
50
water
50
0 |
farms
Farms generate resources related to fooc & consumption.
gardens
size
1
area
1
lvl 0 workers
1
produce
1
produce
10
0 |
produce_farms
size
5
area
100
energy
10
money
10
water
5
lvl 0 workers
5
produce
5
produce
50
0 |
livestock_farms
size
5
area
100
energy
10
money
10
water
10
lvl 0 workers
5
cows
1
cows
50
0 |
food
Food buildings allow you to distribute food to your citizens.
sushi_restaurants
size
2
area
2
energy
50
fish
1
money
10
rice
1
water
1
lvl 3 workers
5
culture
1
food
10
food
25
0 |
delis
size
2
area
2
bread
1
energy
10
meat
1
money
10
lvl 1 workers
5
food
25
food
50
0 |
grocery_stores
size
5
area
5
bread
5
energy
10
fish
1
meat
1
money
100
produce
1
rice
5
water
1
lvl 1 workers
15
food
100
food
1000
0 |
farmers_markets
size
2
area
5
produce
5
lvl 2 workers
5
food
50
health
5
food
50
0 |
butchers
size
2
area
2
cows
1
energy
5
lvl 2 workers
2
meat
10
meat
50
0 |
bakeries
size
2
area
5
energy
10
money
10
salt
1
water
5
wheat
5
lvl 1 workers
5
bread
1
bread
50
0 |
wineries
size
4
area
2
energy
10
grapes
1
water
1
lvl 2 workers
5
wine
1
wine
50
0 |
breweries
size
4
area
2
energy
10
water
1
wheat
1
lvl 2 workers
5
beer
1
beer
50
0 |
bars
size
2
area
2
beer
1
energy
5
wine
1
lvl 1 workers
2
crime
1
fun
10
0 |
civic
Civic buildings add other benefits citizens like — jobs, fun, etc.
parks
size
1
area
10
money
5
fun
3 (+2)
health
5 (+1)
pollution
-1
1 operational
|
6
6 health generated
-10
10
consumed
5
5 fun generated
-1
-1 pollution generated
-5
5 running expenses
campgrounds
size
1
area
50
money
30
lvl 1 workers
6
fun
8 (+6)
health
6 (+3)
pollution
-3
1
needs
workers
to operate
|
nature_preserves
size
3
area
100
money
100
lvl 3 workers
6
fun
10 (+5)
health
5 (+1)
pollution
-12
0 |
libraries
size
1
area
2
energy
200
money
10
lvl 2 workers
4
culture
1
education
random drop
0 |
commerce
Commerce buildings have lots of jobs to attract citizens to your city
retail_shops
size
1
area
2
energy
100
money
2
lvl 0 workers
3
2 operational
|
-4
4
consumed
-200
200
consumed
32
32 profit
6/0
6 workers employed at level 0
factories
size
7
area
15
energy
1900
money
50
lvl 0 workers
20
health
-3
pollution
1
steel
10
steel
1000
0 |
office_buildings
size
3
area
2
energy
800
money
5
lvl 1 workers
20
0 |
distribution_centers
size
8
area
100
energy
1500
money
25
lvl 0 workers
250
fun
-10
health
-3
pollution
1
0 |
entertainment
Entertainment buildings have jobs, and add other intangibles to your city.
theatres
size
2
area
5
energy
300
money
10
lvl 0 workers
10
culture
1
fun
5
1 operational
|
-5
5
consumed
-300
300
consumed
1
1 culture generated
5
5 fun generated
50
50 profit
10/0
10 workers employed at level 0
arenas
size
5
area
40
energy
500
money
100
lvl 0 workers
20
fun
10
0 |
galleries
size
5
area
2
energy
10
money
10
lvl 4 workers
3
culture
5
fun
1
0 |
zoos
size
3
area
70
energy
250
money
250
lvl 3 workers
10
fun
9
pollution
-1
0 |
aquariums
size
3
area
60
energy
450
money
380
lvl 4 workers
10
fun
20
pollution
-1
0 |
travel
Travel buildings increase your city's desirability.
resorts
size
3
area
30
energy
200
money
500
lvl 2 workers
5
fun
50
health
10
0 |
health
Health buildings increase the health of your citizens, and make them less likely to die
hospitals
size
6
area
20
energy
400
money
100
lvl 2 workers
10
health
10
0 |
doctor_offices
size
3
area
4
energy
50
money
50
lvl 4 workers
10
health
15
0 |
combat
Combat buildings let you attack other cities, or defend your city from attack.
air_bases
size
2
area
500
energy
5000
money
5000
steel
50
sulfur
5
lvl 5 workers
10
daily strikes
1
missiles
1
missiles
100
0 |
defense_bases
size
1
area
100
energy
2500
money
2000
lvl 2 workers
10
shields
1
shields
250
0 |
missile_defense_arrays
size
1
area
200
energy
5000
money
5000
steel
100
sulfur
20
lvl 5 workers
20
shields
1000
0 |
storage
Storage buildings let you store more of certain resources.
wood_warehouses
size
5
area
10
wood
100
0 |
fish_tanks
size
5
area
5
fish
1000
0 |
lithium_vats
size
5
area
5
lithium
1000
0 |
salt_sheds
size
5
area
10
salt
100
0 |
rock_yards
size
5
area
20
stone
100
0 |
water_tanks
size
5
area
10
water
100
0 |
cow_pens
size
5
area
10
cows
100
0 |
silos
size
5
area
10
rice
100
wheat
100
0 |
refrigerated_warehouses
size
5
area
10
energy
10
lvl 0 workers
5
bread
500
grapes
500
meat
500
produce
500
0 |
Resources
sulfur
0/50
uranium
0/50
steel
0/50
fish
0/50
oil
0/50
gas
0/50
gold
0/50
coal
0/50
stone
0/50
bread
0/50
wheat
0/50
grapes
0/50
wood
0/50
beer
0/50
wine
0/50
food
0/50
produce
0/50
meat
0/50
rice
0/50
cows
0/50
lithium
0/50
sand
0/50
glass
0/50
water
0/50
salt
0/50
missiles
0/50
shields
0/50