Betonstadt
This city is email-verified
Year Day Season Citizens Logs
dninemfive 14295 353 fall 6820
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
-223/day 0/6.82k 0/5588 758480 6820 $11.67G $116.954k $78.975k 178.905k/410.5k 6.602k/23.31k 32 1 1.266k 134 917

Job/tax levels

Level 0 0.07
5 citizens
2965 total jobs
0 available jobs
Level 1 0.14
15 citizens
876 total jobs
0 available jobs
Level 2 0.28
19 citizens
537 total jobs
0 available jobs
Level 3 0.42
8 citizens
481 total jobs
0 available jobs
Level 4 0.56
3444 citizens
539 total jobs
0 available jobs
Level 5 0.69
3329 citizens
190 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 (+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

3

has enough workers to operate has enough money to operate
operational
total health -6
-6 health generated
total area 150
150 area generated
total sprawl 9
9 sprawl generated
total expenses -69
-69 running expenses
total workers 30/0
30 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

23

has enough workers to operate has enough money to operate
operational
total area 23k
23k area generated
total sprawl 23
23 sprawl generated
total expenses -759
-759 running expenses
total workers 230/0
230 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

8

operational
total health 24
24 health generated
total area 80
80 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

8

operational
total health 8
8 health generated
total area 80
80 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
0

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
0

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

2

has enough energy to operate has enough area to operate
operational
total area -20
20 consumed
total housing 40
40 housing generated
total energy -180
180 consumed
total pollution 30
30 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

4

has enough energy to operate has enough area to operate
operational
total area -20
20 consumed
total housing 80
80 housing generated
total energy -200
200 consumed
total pollution 48
48 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

2

has enough energy to operate has enough area to operate
operational
total area -40
40 consumed
total housing 200
200 housing generated
total energy -300
300 consumed
total pollution 100
100 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

13

has enough energy to operate has enough area to operate
operational
total area -1,300
1,300 consumed
total housing 6,500
6,500 housing generated
total energy -6,500
6,500 consumed
total pollution 1.3k
1,300 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 (+1000)
health

-10
pollution

30
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

10

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -50
50 consumed
total energy 6,000
6,000 energy generated
total expenses -20
-20 running expenses
total workers 100/1
100 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500

14

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -70
70 consumed
total energy 7,000
7,000 energy generated
total profit 1.43k
1,428 profit
total workers 140/2
140 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

15

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -150
150 consumed
total energy 75k
75k energy generated
total expenses -2.46k
-2,460 running expenses
total workers 150/3
150 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+500)
water

10

15

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -150
150 consumed
total energy 22.5k
22.5k energy generated
total water 150
150 water generated
total profit 390
390 profit
total workers 75/2
75 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

2

has enough workers to operate has enough area to operate has enough money to operate has enough uranium to operate
operational
total area -20
20 consumed
total energy 300k
300k energy generated
total uranium -2
2 consumed
total expenses -18.21k
-18,208 running expenses
total workers 20/4
20 workers employed at level 4

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

16

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -160
160 consumed
total pollution -1.6k
-1,600 pollution generated
total profit 34.53k
34,528 profit
total workers 160/5
160 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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -55
55 consumed
total energy -6,600
6,600 consumed
total expenses -33
-33 running expenses
total workers 110/0
110 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

9

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -72
72 consumed
total energy -7,200
7,200 consumed
total expenses -108
-108 running expenses
total workers 90/1
90 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

8

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 -6,400
6,400 consumed
total profit 336
336 profit
total workers 80/2
80 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

13

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -260
260 consumed
total energy -15.6k
15.6k consumed consumed
total profit 2.42k
2,418 profit
total workers 130/3
130 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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -330
330 consumed
total energy -8,800
8,800 consumed
total profit 7.66k
7,656 profit
total workers 110/4
110 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 -666
-666 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

26

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -130
-130 health generated
total area -650
650 consumed
total energy -49.4k
49.4k consumed consumed
total sulfur 26
26 sulfur generated
total uranium
total gold
total coal 26
26 coal generated
total pollution 260
260 pollution generated
total expenses -5.95k
-5,954 running expenses
total workers 780/0
780 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -100
-100 health generated
total area -100
100 consumed
total energy -10k
10k consumed consumed
total uranium 2
2 uranium generated
total pollution 100
100 pollution generated
total profit 1.58k
1,584 profit
total workers 40/4
40 workers employed at level 4

quarries

size

5
Requires:
area

100
energy

500
money

1000
lvl 4 workers

20
Produces:
stone

1
Stores:
stone

100

2

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 -1,000
1,000 consumed
total stone 2
2 stone generated
total profit 1.58k
1,584 profit
total workers 40/4
40 workers employed at level 4

reservoirs

size

10
Requires:
area

500
energy

100
money

100
lvl 1 workers

5
Produces:
water

100
Stores:
water

1000

4

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,000
2,000 consumed
total energy -400
400 consumed
total water 400
400 water generated
total expenses -344
-344 running expenses
total workers 20/1
20 workers employed at level 1

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10

5

has enough workers to operate has enough area to operate
operational
total area -5
5 consumed
total produce 5
5 produce generated
total workers
4
$4 tax income
total workers 5/0
5 workers employed at level 0

rice_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
rice

1
Stores:
rice

50

5

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 -500
500 consumed
total energy -50
50 consumed
total rice 5
5 rice generated
total water -25
25 consumed
total expenses -32
-32 running expenses
total workers 25/0
25 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

3

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 -300
300 consumed
total energy -30
30 consumed
total produce 15
15 produce generated
total water -15
15 consumed
total expenses -19
-19 running expenses
total workers 15/0
15 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

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 cows 2
2 cows generated
total water -20
20 consumed
total expenses -13
-13 running expenses
total workers 10/0
10 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 expenses -13
-13 running expenses
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 158
158 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

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 has enough bread to operate
operational
total area -4
4 consumed
total energy -20
20 consumed
total bread -2
2 consumed
total food 50
50 food generated
total meat -2
2 consumed
total profit 8
8 profit
total workers 10/1
10 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 has enough rice to operate has enough meat to operate has enough water to operate requires bread to operate has enough produce to operate
needs bread to operate

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

2

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 10
10 health generated
total area -10
10 consumed
total food 100
100 food generated
total produce -10
10 consumed
total workers
112
$112 tax income
total workers 10/2
10 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -4
4 consumed
total energy -10
10 consumed
total meat 20
20 meat generated
total cows -2
2 consumed
total workers
45
$45 tax income
total workers 4/2
4 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

1

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 -2
2 consumed
total energy -10
10 consumed
total grapes -1
1 consumed
total wine 1
1 wine generated
total water -1
1 consumed
total workers
56
$56 tax income
total workers 5/2
5 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
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
56
$56 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

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

1

has enough workers to operate has enough energy to operate has enough area to operate requires beer to operate has enough wine to operate
needs beer to operate
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
6
$6 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

32

has enough area to operate has enough money to operate
operational
total health 224
224 health generated
total area -320
320 consumed
total fun 64
64 fun generated
total pollution -32
-32 pollution generated
total expenses -160
160 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (-1)
health

6 (+2)
pollution

-3

64

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 512
512 health generated
total area -3,200
3,200 consumed
total fun 448
448 fun generated
total pollution -192
-192 pollution generated
total expenses -845
-845 running expenses
total workers 384/1
384 workers employed at level 1

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (-2)
health

5 (+2)
pollution

-12

21

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 147
147 health generated
total area -2,100
2,100 consumed
total fun 168
168 fun generated
total pollution -252
-252 pollution generated
total profit 2.13k
2,134 profit
total workers 126/3
126 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

12

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -24
24 consumed
total energy -2,400
2,400 consumed
total culture 12
12 culture generated
total profit 418
418 profit
total workers 48/2
48 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

5

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 -500
500 consumed
total profit 1
1 profit
total workers 15/0
15 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

31

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -93
-93 health generated
total area -465
465 consumed
total energy -58.9k
58.9k consumed consumed
total steel 310
310 steel generated
total pollution 31
31 pollution generated
total expenses -1.12k
-1,116 running expenses
total workers 620/0
620 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

12

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -24
24 consumed
total energy -9,600
9,600 consumed
total profit 612
612 profit
total workers 240/1
240 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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -9
-9 health generated
total area -300
300 consumed
total energy -4,500
4,500 consumed
total fun -30
-30 fun generated
total pollution 3
3 pollution generated
total profit 450
450 profit
total workers 750/0
750 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

6

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -30
30 consumed
total energy -1,800
1,800 consumed
total culture 6
6 culture generated
total fun 30
30 fun generated
total expenses -18
-18 running expenses
total workers 60/0
60 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

15

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -600
600 consumed
total energy -7,500
7,500 consumed
total fun 150
150 fun generated
total expenses -1.29k
-1,290 running expenses
total workers 300/0
300 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

23

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -46
46 consumed
total energy -230
230 consumed
total culture 115
115 culture generated
total fun 23
23 fun generated
total profit 5.95k
5,952 profit
total workers 69/4
69 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

7

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -490
490 consumed
total energy -1,750
1,750 consumed
total fun 63
63 fun generated
total pollution -7
-7 pollution generated
total profit 602
602 profit
total workers 70/3
70 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

12

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -720
720 consumed
total energy -5,400
5,400 consumed
total fun 240
240 fun generated
total pollution -12
-12 pollution generated
total profit 6.19k
6,192 profit
total workers 120/4
120 workers employed at level 4

travel

Travel buildings increase your city's desirability.

ski_resorts

size

3
Requires:
area

50
energy

400
money

1000
lvl 2 workers

25
Produces:
fun

50
health

10

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 20
20 health generated
total area -100
100 consumed
total energy -800
800 consumed
total fun 100
100 fun generated
total expenses -1.44k
-1,440 running expenses
total workers 50/2
50 workers employed at level 2

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

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 100
100 health generated
total area -200
200 consumed
total energy -4,000
4,000 consumed
total profit 120
120 profit
total workers 100/2
100 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

14

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 -56
56 consumed
total energy -700
700 consumed
total profit 11.84k
11,844 profit
total workers 140/4
140 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

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 has enough sulfur to operate
operational
total area -500
500 consumed
total energy -5,000
5,000 consumed
total sulfur -5
5 consumed
total steel -50
50 consumed
total missiles 1
1 missiles generated
total expenses -2.79k
-2,792 running expenses
total workers 10/5
10 workers employed at level 5

defense_bases

size

1
Requires:
area

100
energy

2500
money

2000
lvl 2 workers

10
Produces:
shields

1
Stores:
shields

250

2

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 -5,000
5,000 consumed
total shields 2
2 shields generated
total expenses -3.78k
-3,776 running expenses
total workers 20/2
20 workers employed at level 2

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 has enough sulfur to operate
operational
total area -200
200 consumed
total energy -5,000
5,000 consumed
total sulfur -20
20 consumed
total steel -100
100 consumed
total expenses -584
-584 running expenses
total workers 20/5
20 workers employed at level 5

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

1

has enough area to operate
operational
total area -10
10 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

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

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
4
$4 tax income
total workers 5/0
5 workers employed at level 0

Resources

total sulfur sulfur 0/26.05k
total uranium uranium 4.65k/4.65k
total steel steel 30.9k/31.05k
total fish fish 1/1.05k
total oil oil 1/50
total gas gas 1/50
total gold gold 2.65k/2.65k
total coal coal 2.65k/2.65k
total stone stone 350/350
total bread bread 1/550
total wheat wheat 1/150
total grapes grapes 649/650
total wood wood 1.65k/1.65k
total beer beer 1/100
total wine wine 1/100
total food food 268/275
total produce produce 740/750
total meat meat 648/650
total rice rice 396/400
total cows cows 37/250
total lithium lithium 1/1.05k
total sand sand 1/50
total glass glass 1/50
total water water 4.07k/4.15k
total salt salt 1/150
total missiles missiles 150/150
total shields shields 1.55k/1.55k