Bumeria Year Day Season Citizens Logs
Boomer 14358 281 fall 9322
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
743/day -6k/3.322k 749/10071 85400 9340 $1.053G $61.44k $32.379k 63.58k/220.26k 11.619k/21.66k 133 0 1.096k 21 711

Job/tax levels

Level 0 0.52
181 citizens
7666 total jobs
425 available jobs
Level 1 0.24
0 citizens
1003 total jobs
44 available jobs
Level 2 0.28
77 citizens
666 total jobs
52 available jobs
Level 3 0.16
4416 citizens
308 total jobs
0 available jobs
Level 4 0.16
3384 citizens
258 total jobs
228 available jobs
Level 5 0.14
1264 citizens
170 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
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

21

has enough workers to operate has enough money to operate
operational
total area 21k
21k area generated
total sprawl 21
21 sprawl generated
total profit 252
252 profit
total workers 210/0
210 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

33

operational
total health 66
66 health generated
total area 330
330 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

33

operational
total health 33
33 health generated
total area 330
330 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

22

has enough area to operate
operational
total area -22
22 consumed
total housing 22
22 housing generated
total sprawl 22
22 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

10

has enough energy to operate has enough area to operate
operational
total area -10
10 consumed
total housing 20
20 housing generated
total energy -120
120 consumed
total sprawl 50
50 sprawl generated
total pollution 20
20 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

10

has enough energy to operate has enough area to operate
operational
total area -10
10 consumed
total housing 60
60 housing generated
total energy -180
180 consumed
total sprawl 30
30 sprawl generated
total pollution 50
50 pollution generated

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1

10

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -50
50 consumed
total housing 200
200 housing generated
total energy -700
700 consumed
total sprawl 10
10 sprawl generated
total expenses -1k
1,000 running expenses

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

12

has enough energy to operate has enough area to operate
operational
total area -120
120 consumed
total housing 240
240 housing generated
total energy -1,080
1,080 consumed
total pollution 180
180 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

9

has enough energy to operate has enough area to operate
operational
total area -45
45 consumed
total housing 180
180 housing generated
total energy -450
450 consumed
total pollution 108
108 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

11

has enough energy to operate has enough area to operate
operational
total area -220
220 consumed
total housing 1,100
1,100 housing generated
total energy -1,650
1,650 consumed
total pollution 550
550 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

3

has enough energy to operate has enough area to operate
operational
total area -300
300 consumed
total housing 1,500
1,500 housing generated
total energy -1,500
1,500 consumed
total pollution 300
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
health

-10
pollution

30

26

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -260
-260 health generated
total area -130
130 consumed
total energy 52k
52k energy generated
total pollution 780
780 pollution generated
total profit 416
416 profit
total workers 130/0
130 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

25

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -125
-125 health generated
total area -375
375 consumed
total energy 50k
50k energy generated
total pollution 375
375 pollution generated
total profit 100
100 profit
total workers 125/1
125 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600 (+180)

17

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -85
85 consumed
total energy 13.26k
13.26k energy generated
total profit 306
306 profit
total workers 170/1
170 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+100)

35

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -175
175 consumed
total energy 21k
21k energy generated
total profit 3.57k
3,570 profit
total workers 350/2
350 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

14

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -140
140 consumed
total energy 70k
70k energy generated
total expenses -5.21k
-5,208 running expenses
total workers 140/3
140 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000
water

10

14

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -140
140 consumed
total energy 14k
14k energy generated
total water 140
140 water generated
total profit 364
364 profit
total workers 70/2
70 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 5.97k
5,970 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

18

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -90
90 consumed
total energy -10.8k
10.8k consumed consumed
total profit 756
756 profit
total workers 180/0
180 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

13

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -104
104 consumed
total energy -10.4k
10.4k consumed consumed
total profit 104
104 profit
total workers 130/1
130 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

9

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -90
90 consumed
total energy -7,200
7,200 consumed
total profit 378
378 profit
total workers 90/2
90 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

5

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 -6,000
6,000 consumed
total expenses -110
-110 running expenses
total workers 50/3
50 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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -90
90 consumed
total energy -2,400
2,400 consumed
total profit 168
168 profit
total workers 30/4
30 workers employed at level 4

resources

Resource buildings are ways to generate in-game resources. Some regions have unique resource buildings.

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

21

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -105
-105 health generated
total area -525
525 consumed
total energy -39.9k
39.9k consumed consumed
total sulfur 21
21 sulfur generated
total uranium
total gold
total coal 21
21 coal generated
total pollution 210
210 pollution generated
total expenses -1.97k
-1,974 running expenses
total workers 630/0
630 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
0

salt_farms

size

5
Requires:
area

250
energy

500
money

1000
lvl 2 workers

10
Produces:
salt

1
Stores:
salt

100

1

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

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100

1

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

desalination_plants

size

5
Requires:
area

100
energy

1000
money

1000
lvl 4 workers

8
Produces:
salt

1
water

1
Stores:
salt

50
water

50

1

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

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

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50

2

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

livestock_farms

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
cows

1
Stores:
cows

50

2

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

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

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

1

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

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50

1

requires workers to operate has enough energy to operate has enough area to operate has enough cows to operate
needs workers 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 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 (+2)
health

5 (+1)
pollution

-1

148

has enough area to operate has enough money to operate
operational
total health 888
888 health generated
total area -1,480
1,480 consumed
total fun 740
740 fun generated
total pollution -148
-148 pollution generated
total expenses -740
740 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+6)
health

6 (+3)
pollution

-3

15

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

8

requires workers to operate has enough area to operate has enough money to operate
needs workers to operate
total health 135
135 health generated
total area -750
750 consumed
total fun 210
210 fun generated
total pollution -45
-45 pollution generated
total expenses -18
-18 running expenses
total workers 90/1
90 workers employed at level 1

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (+5)
health

5 (+1)
pollution

-12

13

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 78
78 health generated
total area -1,300
1,300 consumed
total fun 195
195 fun generated
total pollution -156
-156 pollution generated
total expenses -302
-302 running expenses
total workers 78/3
78 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

6

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -12
12 consumed
total energy -1,200
1,200 consumed
total culture 6
6 culture generated
total profit 209
209 profit
total workers 24/2
24 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

17

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -34
34 consumed
total energy -1,700
1,700 consumed
total profit 231
231 profit
total workers 51/0
51 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

20

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

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

22

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -44
44 consumed
total energy -17.6k
17.6k consumed consumed
total profit 2k
2,002 profit
total workers 440/1
440 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

23

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -69
-69 health generated
total area -2,300
2,300 consumed
total energy -34.5k
34.5k consumed consumed
total fun -230
-230 fun generated
total pollution 23
23 pollution generated
total profit 29.32k
29,325 profit
total workers 5750/0
5750 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

15

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 -4,500
4,500 consumed
total culture 15
15 culture generated
total fun 75
75 fun generated
total profit 630
630 profit
total workers 150/0
150 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

7

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -280
280 consumed
total energy -3,500
3,500 consumed
total fun 70
70 fun generated
total profit 28
28 profit
total workers 140/0
140 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

4

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -280
280 consumed
total energy -1,000
1,000 consumed
total fun 36
36 fun generated
total pollution -4
-4 pollution generated
total expenses -488
-488 running expenses
total workers 40/3
40 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

4

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

travel

Travel buildings increase your city's desirability.

resorts

size

3
Requires:
area

30
energy

200
money

500
lvl 2 workers

5
Produces:
fun

50
health

10

6

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

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

7

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 70
70 health generated
total area -140
140 consumed
total energy -2,800
2,800 consumed
total profit 84
84 profit
total workers 70/2
70 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

18

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

1

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 -2,500
2,500 consumed
total shields 1
1 shields generated
total expenses -1.89k
-1,888 running expenses
total workers 10/2
10 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 -4.1k
-4,104 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
0

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

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

Resources

total sulfur sulfur 21.03k/21.05k
total uranium uranium 50/2.15k
total steel steel 19.9k/50
total fish fish 50/50
total oil oil 0/50
total gas gas 0/50
total gold gold 0/2.15k
total coal coal 0/2.15k
total stone stone 0/150
total bread bread 0/50
total wheat wheat 0/150
total grapes grapes 0/50
total wood wood 0/150
total beer beer 0/50
total wine wine 0/50
total food food 50/50
total produce produce 4/50
total meat meat 50/50
total rice rice 0/150
total cows cows 150/150
total lithium lithium 0/1.05k
total sand sand 0/50
total glass glass 0/50
total water water 150/150
total salt salt 150/150
total missiles missiles 50/50
total shields shields 350/1.3k