Beralich
This city is email-verified
Year Day Season Citizens Logs
mclama 14104 336 fall 98050
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
-18.532k/day 0/98.05k 0/72790 18688500 98060 $1.395T $4.182M $655.67k 763.36k/3.022M 49.592k/253k 253 0 28.508k 2.025k 40.864k

Job/tax levels

Level 0 1.0
0 citizens
34705 total jobs
0 available jobs
Level 1 1.0
1683 citizens
9690 total jobs
0 available jobs
Level 2 1.0
1648 citizens
8070 total jobs
0 available jobs
Level 3 1.0
6416 citizens
6570 total jobs
0 available jobs
Level 4 1.0
47139 citizens
10055 total jobs
0 available jobs
Level 5 1.0
41164 citizens
3700 total jobs
0 available jobs

Sanctions

VerifiedAlt1 is sanctioning this city
BearVille is sanctioning this city
Atlantica is sanctioning this city
Chicxulub is sanctioning this city
big willies only is sanctioning this city

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 (+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
0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

203

has enough workers to operate has enough money to operate
operational
total area 203k
203k area generated
total sprawl 203
203 sprawl generated
total profit 12.18k
12,180 profit
total workers 2030/0
2030 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

2,600

operational
total health 7,800
7,800 health generated
total area 26k
26k area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

2,400

operational
total health 2,400
2,400 health generated
total area 24k
24k 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

50

has enough area to operate
operational
total area -50
50 consumed
total housing 50
50 housing generated
total sprawl 50
50 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5
0

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3
0

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1

200

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

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15
0

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12
0

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

30

has enough energy to operate has enough area to operate
operational
total area -600
600 consumed
total housing 3,000
3,000 housing generated
total energy -4,500
4,500 consumed
total pollution 1.5k
1,500 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

190

has enough energy to operate has enough area to operate
operational
total area -19k
19k consumed consumed
total housing 95k
95k housing generated
total energy -95k
95k consumed consumed
total pollution 19k
19,000 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

25

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -250
-250 health generated
total area -125
125 consumed
total energy 50k
50k energy generated
total pollution 750
750 pollution generated
total profit 1k
1,000 profit
total workers 125/0
125 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

70

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -350
-350 health generated
total area -1,050
1,050 consumed
total energy 140k
140k energy generated
total pollution 1.05k
1,050 pollution generated
total profit 5.6k
5,600 profit
total workers 350/1
350 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

360

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,800
1,800 consumed
total energy 216k
216k energy generated
total profit 61.2k
61,200 profit
total workers 3600/1
3600 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-150)

360

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,800
1,800 consumed
total energy 126k
126k energy generated
total profit 140.4k
140,400 profit
total workers 3600/2
3600 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

260

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,600
2,600 consumed
total energy 1.3M
1.3M energy generated
total profit 78k
78,000 profit
total workers 2600/3
2600 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000
water

10

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 290k
290k energy generated
total water 2,900
2,900 water generated
total profit 49.3k
49,300 profit
total workers 1450/2
1450 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 -50.4k
-50,400 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

370

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -3,700
3,700 consumed
total pollution -37k
-37,000 pollution generated
total profit 1.17M
1,165,500 profit
total workers 3700/5
3700 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

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 -90k
90k consumed consumed
total profit 13.5k
13,500 profit
total workers 1500/0
1500 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

150

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,200
1,200 consumed
total energy -120k
120k consumed consumed
total profit 24k
24,000 profit
total workers 1500/1
1500 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

150

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 -120k
120k consumed consumed
total profit 49.5k
49,500 profit
total workers 1500/2
1500 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

150

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 -180k
180k consumed consumed
total profit 97.5k
97,500 profit
total workers 1500/3
1500 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

200

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 -160k
160k consumed consumed
total profit 280k
280,000 profit
total workers 2000/4
2000 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

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -125
125 consumed
total energy -9,500
9,500 consumed
total wood 25
25 wood generated
total expenses -250
-250 running expenses
total workers 50/1
50 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

325

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -1,625
-1,625 health generated
total area -8,125
8,125 consumed
total energy -617.5k
617.5k consumed consumed
total sulfur 325
325 sulfur generated
total uranium
total gold
total coal 325
325 coal generated
total pollution 3.25k
3,250 pollution generated
total profit 16.25k
16,250 profit
total workers 9750/0
9750 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

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -250
-250 health generated
total area -250
250 consumed
total energy -25k
25k consumed consumed
total uranium 5
5 uranium generated
total pollution 250
250 pollution generated
total profit 11k
11,000 profit
total workers 100/4
100 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

100

has enough workers to operate has enough area to operate
operational
total area -100
100 consumed
total produce 100
100 produce generated
total workers
1k
$1,000 tax income
total workers 100/0
100 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

100

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 -10k
10k consumed consumed
total energy -1,000
1,000 consumed
total wheat 100
100 wheat generated
total water -500
500 consumed
total profit 4k
4,000 profit
total workers 500/0
500 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

60

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 -6,000
6,000 consumed
total energy -600
600 consumed
total produce 300
300 produce generated
total water -300
300 consumed
total profit 2.4k
2,400 profit
total workers 300/0
300 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

60

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 -6,000
6,000 consumed
total energy -600
600 consumed
total cows 60
60 cows generated
total water -600
600 consumed
total profit 2.4k
2,400 profit
total workers 300/0
300 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

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 grapes 30
30 grapes generated
total water -300
300 consumed
total profit 1.2k
1,200 profit
total workers 150/0
150 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
0

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50

14

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

16

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 -28
28 consumed
total energy -140
140 consumed
total bread -14
14 consumed
total food 350
350 food generated
total meat -14
14 consumed
total profit 1.26k
1,260 profit
total workers 70/1
70 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
0

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

40

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 200
200 health generated
total area -200
200 consumed
total food 2,000
2,000 food generated
total produce -200
200 consumed
total workers
8k
$8,000 tax income
total workers 200/2
200 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

60

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -120
120 consumed
total energy -300
300 consumed
total meat 600
600 meat generated
total cows -60
60 consumed
total workers
4.8k
$4,800 tax income
total workers 120/2
120 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

50

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
0

breweries

size

4
Requires:
area

2
energy

10
water

1
wheat

1
lvl 2 workers

5
Produces:
beer

1
Stores:
beer

50
0

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 (+1)
health

5 (+2)
pollution

-1

3,002

has enough area to operate has enough money to operate
operational
total health 21.014k
21.014k health generated
total area -30.02k
30.02k consumed consumed
total fun 12.008k
12.008k fun generated
total pollution -3.002k
-3,002 pollution generated
total expenses -15.01k
15,010 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+2)
health

6 (+2)
pollution

-3

520

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 4,160
4,160 health generated
total area -26k
26k consumed consumed
total fun 5,200
5,200 fun generated
total pollution -1.56k
-1,560 pollution generated
total profit 46.8k
46,800 profit
total workers 3120/1
3120 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

220

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 1,760
1,760 health generated
total area -22k
22k consumed consumed
total fun 3,300
3,300 fun generated
total pollution -2.64k
-2,640 pollution generated
total profit 83.6k
83,600 profit
total workers 1320/3
1320 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

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -200
200 consumed
total energy -20k
20k consumed consumed
total culture 100
100 culture generated
total profit 15k
15,000 profit
total workers 400/2
400 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
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

215

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -645
-645 health generated
total area -3,225
3,225 consumed
total energy -408.5k
408.5k consumed consumed
total steel 2,150
2,150 steel generated
total pollution 215
215 pollution generated
total profit 32.25k
32,250 profit
total workers 4300/0
4300 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

50

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -100
100 consumed
total energy -40k
40k consumed consumed
total profit 19.75k
19,750 profit
total workers 1000/1
1000 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

50

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -150
-150 health generated
total area -5,000
5,000 consumed
total energy -75k
75k consumed consumed
total fun -500
-500 fun generated
total pollution 50
50 pollution generated
total profit 123.75k
123,750 profit
total workers 12500/0
12500 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

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -500
500 consumed
total energy -30k
30k consumed consumed
total culture 100
100 culture generated
total fun 500
500 fun generated
total profit 9k
9,000 profit
total workers 1000/0
1000 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

100

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

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

365

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -730
730 consumed
total energy -3,650
3,650 consumed
total culture 1,825
1,825 culture generated
total fun 365
365 fun generated
total profit 171.55k
171,550 profit
total workers 1095/4
1095 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

115

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -8,050
8,050 consumed
total energy -28.75k
28.75k consumed consumed
total fun 1,035
1,035 fun generated
total pollution -115
-115 pollution generated
total profit 63.25k
63,250 profit
total workers 1150/3
1150 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

280

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -16.8k
16.8k consumed consumed
total energy -126k
126k consumed consumed
total fun 5,600
5,600 fun generated
total pollution -280
-280 pollution generated
total profit 341.6k
341,600 profit
total workers 2800/4
2800 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

80

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 800
800 health generated
total area -1,600
1,600 consumed
total energy -32k
32k consumed consumed
total profit 24k
24,000 profit
total workers 800/2
800 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

400

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 6,000
6,000 health generated
total area -1,600
1,600 consumed
total energy -20k
20k consumed consumed
total profit 620k
620,000 profit
total workers 4000/4
4000 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

20

has enough area to operate
operational
total area -200
200 consumed

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

20

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

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

20

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

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

100

has enough area to operate
operational
total area -1,000
1,000 consumed

rock_yards

size

5
Requires:
area

20
Stores:
stone

100

20

has enough area to operate
operational
total area -400
400 consumed

water_tanks

size

5
Requires:
area

10
Stores:
water

100

100

has enough area to operate
operational
total area -1,000
1,000 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

20

has enough area to operate
operational
total area -200
200 consumed

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

20

has enough area to operate
operational
total area -200
200 consumed

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

30

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

Resources

total sulfur sulfur 325.05k/325.05k
total uranium uranium 37.54k/37.55k
total steel steel 215.05k/215.05k
total fish fish 20.05k/20.05k
total oil oil 1/50
total gas gas 50/50
total gold gold 32.55k/32.55k
total coal coal 32.55k/32.55k
total stone stone 2.05k/2.05k
total bread bread 13/15.05k
total wheat wheat 1/7.05k
total grapes grapes 16.55k/16.55k
total wood wood 4.55k/4.55k
total beer beer 50/50
total wine wine 50/50
total food food 3.45k/2.75k
total produce produce 18.85k/19.05k
total meat meat 18.02k/18.05k
total rice rice 1/2.05k
total cows cows 4.85k/5.05k
total lithium lithium 111/20.05k
total sand sand 50/50
total glass glass 1/50
total water water 8.15k/10.05k
total salt salt 10k/10.05k
total missiles missiles 50/50
total shields shields 1/50