Brussels II Year Day Season Citizens Logs
jnnnthnn 14548 353 fall 5000
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
1.212k/day 0/5k 0/3493 0 0 $1.35G $48.552k $30.443k 336/126.3k 7.822k/13.65k 496 0 691 44 956

Job/tax levels

Level 0 1.0
6 citizens
1762 total jobs
0 available jobs
Level 1 0.2
199 citizens
290 total jobs
0 available jobs
Level 2 0.3
2 citizens
601 total jobs
0 available jobs
Level 3 0.2
46 citizens
270 total jobs
0 available jobs
Level 4 0.2
0 citizens
420 total jobs
0 available jobs
Level 5 0.1
4747 citizens
150 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

48

has enough workers to operate has enough money to operate
operational
total health -96
-96 health generated
total area 2,400
2,400 area generated
total sprawl 144
144 sprawl generated
total profit 3.36k
3,360 profit
total workers 480/0
480 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

10

has enough workers to operate has enough money to operate
operational
total area 10k
10k area generated
total sprawl 10
10 sprawl generated
total profit 600
600 profit
total workers 100/0
100 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

67

operational
total health 201
201 health generated
total area 670
670 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

58

operational
total health 58
58 health generated
total area 580
580 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

52

has enough area to operate
operational
total area -52
52 consumed
total housing 52
52 housing generated
total sprawl 52
52 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

30

has enough energy to operate has enough area to operate
operational
total area -30
30 consumed
total housing 60
60 housing generated
total energy -360
360 consumed
total sprawl 150
150 sprawl generated
total pollution 60
60 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

28

has enough energy to operate has enough area to operate
operational
total area -28
28 consumed
total housing 168
168 housing generated
total energy -504
504 consumed
total sprawl 84
84 sprawl generated
total pollution 140
140 pollution generated

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1

56

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -280
280 consumed
total housing 1,120
1,120 housing generated
total energy -3,920
3,920 consumed
total sprawl 56
56 sprawl generated
total expenses -5.6k
5,600 running expenses

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

67

has enough energy to operate has enough area to operate
operational
total area -670
670 consumed
total housing 1,340
1,340 housing generated
total energy -6,030
6,030 consumed
total pollution 1.005k
1,005 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

48

has enough energy to operate has enough area to operate
operational
total area -240
240 consumed
total housing 960
960 housing generated
total energy -2,400
2,400 consumed
total pollution 576
576 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

13

has enough energy to operate has enough area to operate
operational
total area -260
260 consumed
total housing 1,300
1,300 housing generated
total energy -1,950
1,950 consumed
total pollution 650
650 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
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
Requires:
area

5
money

10
lvl 0 workers

5
Produces:
energy

2000
health

-10
pollution

30

12

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -120
-120 health generated
total area -60
60 consumed
total energy 24k
24k energy generated
total pollution 360
360 pollution generated
total profit 480
480 profit
total workers 60/0
60 workers employed at level 0

natural_gas_plants

size

1
Requires:
area

15
money

20
lvl 1 workers

5
Produces:
energy

2000
health

-5
pollution

15
0

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

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 profit 100
100 profit
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 (-150)

18

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -90
90 consumed
total energy 6,300
6,300 energy generated
total profit 1.98k
1,980 profit
total workers 180/2
180 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 -5.1k
-5,100 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
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 15k
15k energy generated
total water 150
150 water generated
total profit 450
450 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
0

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

15

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -150
150 consumed
total pollution -1.5k
-1,500 pollution generated
total profit 4.05k
4,050 profit
total workers 150/5
150 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

27

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -135
135 consumed
total energy -16.2k
16.2k consumed consumed
total profit 2.43k
2,430 profit
total workers 270/0
270 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

19

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -152
152 consumed
total energy -15.2k
15.2k consumed consumed
total profit 0
0 profit
total workers 190/1
190 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

21

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -210
210 consumed
total energy -16.8k
16.8k consumed consumed
total profit 1.05k
1,050 profit
total workers 210/2
210 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

12

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -240
240 consumed
total energy -14.4k
14.4k consumed consumed
total profit 120
120 profit
total workers 120/3
120 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

22

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -660
660 consumed
total energy -17.6k
17.6k consumed consumed
total profit 2.64k
2,640 profit
total workers 220/4
220 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
0

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
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
0

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10
0

wheat_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
wheat

1
Stores:
wheat

50
0

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50
0

livestock_farms

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
cows

1
Stores:
cows

50
0

vineyards

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
grapes

1
Stores:
grapes

50
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
0

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
0

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50
0

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
0

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

79

has enough area to operate has enough money to operate
operational
total health 553
553 health generated
total area -790
790 consumed
total fun 316
316 fun generated
total pollution -79
-79 pollution generated
total expenses -395
395 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+2)
health

6 (+2)
pollution

-3
0

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (+5)
health

5 (+3)
pollution

-12
0

libraries

size

1
Requires:
area

2
energy

200
money

10
lvl 2 workers

4
Produces:
culture

1
education

random drop

19

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -38
38 consumed
total energy -3,800
3,800 consumed
total culture 19
19 culture generated
total profit 722
722 profit
total workers 76/2
76 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

34

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -68
68 consumed
total energy -3,400
3,400 consumed
total profit 952
952 profit
total workers 102/0
102 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
0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

14

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

distribution_centers

size

8
Requires:
area

100
energy

1500
money

25
lvl 0 workers

250
Produces:
fun

-10
health

-3
pollution

1
0

entertainment

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

theatres

size

2
Requires:
area

5
energy

300
money

10
lvl 0 workers

10
Produces:
culture

1
fun

5

25

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 -7,500
7,500 consumed
total culture 25
25 culture generated
total fun 125
125 fun generated
total profit 2.25k
2,250 profit
total workers 250/0
250 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

25

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 -12.5k
12.5k consumed consumed
total fun 250
250 fun generated
total profit 2.5k
2,500 profit
total workers 500/0
500 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1
0

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1
0

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1
0

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

6

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

9

has enough workers to operate requires energy to operate has enough area to operate has enough money to operate
needs energy to operate
total health 60
60 health generated
total area -120
120 consumed
total energy -2,400
2,400 consumed
total profit 120
120 profit
total workers 60/2
60 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

20

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 300
300 health generated
total area -80
80 consumed
total energy -1,000
1,000 consumed
total profit 5.4k
5,400 profit
total workers 200/4
200 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
0

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000
0

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
0

cow_pens

size

5
Requires:
area

10
Stores:
cows

100
0

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100
0

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500
0

Resources

total sulfur sulfur 0/50
total uranium uranium 0/50
total steel steel 0/50
total fish fish 0/50
total oil oil 0/50
total gas gas 0/50
total gold gold 0/50
total coal coal 0/50
total stone stone 0/50
total bread bread 0/50
total wheat wheat 0/50
total grapes grapes 0/50
total wood wood 0/50
total beer beer 0/50
total wine wine 0/50
total food food 0/50
total produce produce 0/50
total meat meat 0/50
total rice rice 0/50
total cows cows 0/50
total lithium lithium 0/50
total sand sand 0/50
total glass glass 0/50
total water water 50/50
total salt salt 0/50
total missiles missiles 0/50
total shields shields 50/50