Asteria
This city is email-verified
Year Day Season Citizens Logs
softsum 14549 14 winter 19872
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
-4.988k/day 0/19.872k 0/16880 1237400 19880 $157.615G $408.573k $261.33k 566.314k/1.381M 0/49.515k 281 0 6.003k 141 1.791k

Job/tax levels

Level 0 0.9
0 citizens
5615 total jobs
0 available jobs
Level 1 0.9
34 citizens
2125 total jobs
0 available jobs
Level 2 0.9
25 citizens
3277 total jobs
0 available jobs
Level 3 0.9
30 citizens
2803 total jobs
0 available jobs
Level 4 0.0
13 citizens
2060 total jobs
0 available jobs
Level 5 0.0
19770 citizens
1000 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

1

operational
total health -1
-1 health generated
total area 25
25 area generated
total sprawl 10
10 sprawl generated
total pollution 199
1 pollution generated per building per 100 citizens

highways

size

2
Produces:
area

50
health

-4 (+1)
pollution per pop

0.02
sprawl

20
0

airports

size

3
Requires:
energy

150
lvl 0 workers

10
Produces:
area

100
health

-2
pollution per pop

0.03
0

bus_lines

size

1
Requires:
money

30
lvl 0 workers

10
Produces:
area

50
health

-2
sprawl

3

2

has enough workers to operate has enough money to operate
operational
total health -4
-4 health generated
total area 100
100 area generated
total sprawl 6
6 sprawl generated
total profit 120
120 profit
total workers 20/0
20 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

48

has enough workers to operate has enough money to operate
operational
total area 48k
48k area generated
total sprawl 48
48 sprawl generated
total profit 2.4k
2,400 profit
total workers 480/0
480 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

69

operational
total health 207
207 health generated
total area 690
690 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

70

operational
total health 70
70 health generated
total area 700
700 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

70

has enough area to operate
operational
total area -70
70 consumed
total housing 70
70 housing generated
total sprawl 70
70 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

12

has enough energy to operate has enough area to operate
operational
total area -12
12 consumed
total housing 72
72 housing generated
total energy -216
216 consumed
total sprawl 36
36 sprawl generated
total pollution 60
60 pollution generated

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1

36

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -180
180 consumed
total housing 720
720 housing generated
total energy -2,520
2,520 consumed
total sprawl 36
36 sprawl generated
total expenses -3.6k
3,600 running expenses

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

56

has enough energy to operate has enough area to operate
operational
total area -560
560 consumed
total housing 1,120
1,120 housing generated
total energy -5,040
5,040 consumed
total pollution 840
840 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

58

has enough energy to operate has enough area to operate
operational
total area -290
290 consumed
total housing 1,160
1,160 housing generated
total energy -2,900
2,900 consumed
total pollution 696
696 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

17

has enough energy to operate has enough area to operate
operational
total area -340
340 consumed
total housing 1,700
1,700 housing generated
total energy -2,550
2,550 consumed
total pollution 850
850 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

30

has enough energy to operate has enough area to operate
operational
total area -3,000
3,000 consumed
total housing 15k
15k housing generated
total energy -15k
15k consumed consumed
total pollution 3k
3,000 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

1

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -10
-10 health generated
total area -5
5 consumed
total energy 2,000
2,000 energy generated
total pollution 30
30 pollution generated
total profit 35
35 profit
total workers 5/0
5 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

1

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -5
-5 health generated
total area -15
15 consumed
total energy 2,000
2,000 energy generated
total pollution 15
15 pollution generated
total profit 70
70 profit
total workers 5/1
5 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

50

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -250
250 consumed
total energy 30k
30k energy generated
total profit 7.5k
7,500 profit
total workers 500/1
500 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-255)

46

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -230
230 consumed
total energy 11.27k
11.27k energy generated
total profit 16.1k
16,100 profit
total workers 460/2
460 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

64

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -640
640 consumed
total energy 320k
320k energy generated
total profit 14.08k
14,080 profit
total workers 640/3
640 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (-200)
water

10

145

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,450
1,450 consumed
total energy 116k
116k energy generated
total water 1,450
1,450 water generated
total profit 21.75k
21,750 profit
total workers 725/2
725 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

6

has enough workers to operate has enough area to operate has enough money to operate has enough uranium to operate
operational
total area -60
60 consumed
total energy 900k
900k energy generated
total uranium -6
6 consumed
total expenses -60k
-60,000 running expenses
total workers 60/4
60 workers employed at level 4

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

100

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,000
1,000 consumed
total pollution -10k
-10,000 pollution generated
total expenses -5k
-5,000 running expenses
total workers 1000/5
1000 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

80

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -400
400 consumed
total energy -48k
48k consumed consumed
total profit 6.4k
6,400 profit
total workers 800/0
800 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

80

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -640
640 consumed
total energy -64k
64k consumed consumed
total profit 11.2k
11,200 profit
total workers 800/1
800 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

80

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 -64k
64k consumed consumed
total profit 23.2k
23,200 profit
total workers 800/2
800 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

80

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,600
1,600 consumed
total energy -96k
96k consumed consumed
total profit 45.6k
45,600 profit
total workers 800/3
800 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

80

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,400
2,400 consumed
total energy -64k
64k consumed consumed
total expenses -16k
-16,000 running expenses
total workers 800/4
800 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

40

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,000
1,000 consumed
total energy -76k
76k consumed consumed
total wood 200
200 wood generated
total expenses -2.8k
-2,800 running expenses
total workers 400/1
400 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

130

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

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 expenses -10k
-10,000 running expenses
total workers 200/4
200 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

2

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

wheat_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
wheat

1
Stores:
wheat

50

30

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

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 1.05k
1,050 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

15

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

vineyards

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
grapes

1
Stores:
grapes

50

10

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

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

3

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 fish, 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 350
350 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 requires area to operate has enough money to operate has enough meat to operate has enough bread to operate
needs area to operate

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 requires area to operate has enough money to operate requires rice to operate has enough meat to operate has enough water to operate has enough bread to operate has enough produce to operate
needs area, fish, rice, to operate

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

20

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 100
100 health generated
total area -100
100 consumed
total food 1,000
1,000 food generated
total produce -100
100 consumed
total workers
3.6k
$3,600 tax income
total workers 100/2
100 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

10

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

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 requires area to operate has enough money to operate has enough water to operate has enough wheat to operate has enough salt to operate
needs area to operate

wineries

size

4
Requires:
area

2
energy

10
grapes

1
water

1
lvl 2 workers

5
Produces:
wine

1
Stores:
wine

50

10

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

breweries

size

4
Requires:
area

2
energy

10
water

1
wheat

1
lvl 2 workers

5
Produces:
beer

1
Stores:
beer

50

10

has enough workers to operate has enough energy to operate requires area to operate has enough water to operate has enough wheat to operate
needs area to operate

bars

size

2
Requires:
area

2
beer

1
energy

5
wine

1
lvl 1 workers

2
Produces:
crime

1
fun

10

10

has enough workers to operate has enough energy to operate requires area to operate has enough beer to operate has enough wine to operate
needs area to operate

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

63

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

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+2)
health

6 (+2)
pollution

-3

70

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 560
560 health generated
total area -3,500
3,500 consumed
total fun 700
700 fun generated
total pollution -210
-210 pollution generated
total profit 5.46k
5,460 profit
total workers 420/1
420 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

73

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 584
584 health generated
total area -7,300
7,300 consumed
total fun 1,095
1,095 fun generated
total pollution -876
-876 pollution generated
total profit 24.24k
24,236 profit
total workers 438/3
438 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

48

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

22

has enough workers to operate has enough energy to operate requires area to operate has enough money to operate
needs area to operate
total area -96
96 consumed
total energy -9,600
9,600 consumed
total culture 48
48 culture generated
total profit 6.43k
6,432 profit
total workers 192/2
192 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

30

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

factories

size

7
Requires:
area

15
energy

1900
money

50
lvl 0 workers

20
Produces:
health

-3
pollution

1
steel

10
Stores:
steel

1000

70

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -210
-210 health generated
total area -1,050
1,050 consumed
total energy -133k
133k consumed consumed
total steel 700
700 steel generated
total pollution 70
70 pollution generated
total profit 9.1k
9,100 profit
total workers 1400/0
1400 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

60

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

distribution_centers

size

8
Requires:
area

100
energy

1500
money

25
lvl 0 workers

250
Produces:
fun

-10
health

-3
pollution

1

10

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

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

92

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -460
460 consumed
total energy -27.6k
27.6k consumed consumed
total culture 92
92 culture generated
total fun 460
460 fun generated
total profit 7.36k
7,360 profit
total workers 920/0
920 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

92

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -3,680
3,680 consumed
total energy -46k
46k consumed consumed
total fun 920
920 fun generated
total profit 7.36k
7,360 profit
total workers 1840/0
1840 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

92

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

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

92

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -6,440
6,440 consumed
total energy -23k
23k consumed consumed
total fun 828
828 fun generated
total pollution -92
-92 pollution generated
total profit 43.24k
43,240 profit
total workers 920/3
920 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -6,000
6,000 consumed
total energy -45k
45k consumed consumed
total fun 2,000
2,000 fun generated
total pollution -100
-100 pollution generated
total expenses -38k
-38,000 running expenses
total workers 1000/4
1000 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

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 1,000
1,000 health generated
total area -2,000
2,000 consumed
total energy -40k
40k consumed consumed
total profit 26k
26,000 profit
total workers 1000/2
1000 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

100

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

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

10

has enough area to operate
operational
total area -100
100 consumed

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

1

requires area to operate
needs area to operate

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000
0

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100
0

rock_yards

size

5
Requires:
area

20
Stores:
stone

100
0

water_tanks

size

5
Requires:
area

10
Stores:
water

100

33

has enough area to operate
operational
total area -330
330 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

10

requires area to operate
needs area to operate

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

13

requires area to operate
needs area to operate

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

21

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

Resources

total sulfur sulfur 50/50
total uranium uranium 10.04k/10.05k
total steel steel 70.05k/70.05k
total fish fish 1/50
total oil oil 1/50
total gas gas 1/50
total gold gold 50/50
total coal coal 50/50
total stone stone 1/50
total bread bread 50/50
total wheat wheat 1.55k/50
total grapes grapes 50/50
total wood wood 1.55k/21.05k
total beer beer 1/50
total wine wine 7/50
total food food 1.05k/1.07k
total produce produce 1.51k/1.55k
total meat meat 50/50
total rice rice 1/50
total cows cows 1/50
total lithium lithium 1/50
total sand sand 1/50
total glass glass 1/50
total water water 3.05k/3.35k
total salt salt 2/50
total missiles missiles 50/50
total shields shields 1/50