Caledonia
This city is email-verified
Year Day Season Citizens Logs
Surrept 14337 155 spring 47407
total area
Pollution
total area
Housing
total workers
Jobs
food capacity
Food capacity
minus consumed food
Daily Food Consumption
total area
Money
plus total area
Daily Tax Income
minus daily cost
Daily Cost
total energy
Energy
total area
Area
total sprawl
Sprawl
total crime
Crime
total fun
Fun
total culture
Culture
total health
Health
-4.04k/day 2.603k/50.01k 1900/49307 103500 47420 $793.32G $2.294M $386.28k 313.245k/1.45M 10.558k/129.5k 125 0 21.91k 1.57k 17.585k

Job/tax levels

Level 0 1.0
56 citizens
24320 total jobs
1025 available jobs
Level 1 1.0
42 citizens
7200 total jobs
650 available jobs
Level 2 1.0
100 citizens
5587 total jobs
105 available jobs
Level 3 1.0
100 citizens
4780 total jobs
0 available jobs
Level 4 1.0
20 citizens
6420 total jobs
120 available jobs
Level 5 1.0
47089 citizens
1000 total jobs
0 available jobs

Sanctions

Combat

transit

Build transit to add area to your city. Area is required to build most other buildings.

roads

size

1
Produces:
area

25
health

-1
pollution per pop

0.01
sprawl

10
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

115

has enough workers to operate has enough money to operate
operational
total area 115k
115k area generated
total sprawl 115
115 sprawl generated
total profit 6.9k
6,900 profit
total workers 1150/0
1150 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

750

operational
total health 1,500
1,500 health generated
total area 7,500
7,500 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

700

operational
total health 700
700 health generated
total area 7,000
7,000 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

10

has enough area to operate
operational
total area -10
10 consumed
total housing 10
10 housing generated
total sprawl 10
10 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
0

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
0

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

100

has enough energy to operate has enough area to operate
operational
total area -10k
10k consumed consumed
total housing 50k
50k housing generated
total energy -50k
50k consumed consumed
total pollution 10k
10,000 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

5

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -50
-50 health generated
total area -25
25 consumed
total energy 10k
10k energy generated
total pollution 150
150 pollution generated
total profit 200
200 profit
total workers 25/0
25 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

40

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -200
-200 health generated
total area -600
600 consumed
total energy 80k
80k energy generated
total pollution 600
600 pollution generated
total profit 3.2k
3,200 profit
total workers 200/1
200 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600 (+180)

170

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -850
850 consumed
total energy 132.6k
132.6k energy generated
total profit 28.9k
28,900 profit
total workers 1700/1
1700 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+220)

150

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -750
750 consumed
total energy 108k
108k energy generated
total profit 58.5k
58,500 profit
total workers 1500/2
1500 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

130

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,300
1,300 consumed
total energy 650k
650k energy generated
total profit 39k
39,000 profit
total workers 1300/3
1300 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+300)
water

10

130

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,300
1,300 consumed
total energy 169k
169k energy generated
total water 1,300
1,300 water generated
total profit 22.1k
22,100 profit
total workers 650/2
650 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 -16.8k
-16,800 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

100

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,000
1,000 consumed
total pollution -10k
-10,000 pollution generated
total profit 315k
315,000 profit
total workers 1000/5
1000 workers employed at level 5

education

Education buildings will, once a year, move citizens up an education level. This allows them to work at buildings with higher job levels, and make more money (and you, too, through taxes!

schools

size

2
Requires:
area

5
energy

600
money

10
lvl 0 workers

10
Produces:
education lvl 1

50

145

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -725
725 consumed
total energy -87k
87k consumed consumed
total profit 13.05k
13,050 profit
total workers 1450/0
1450 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

75

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

65

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate
total area -600
600 consumed
total energy -60k
60k consumed consumed
total profit 12k
12,000 profit
total workers 750/1
750 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

135

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,350
1,350 consumed
total energy -108k
108k consumed consumed
total profit 44.55k
44,550 profit
total workers 1350/2
1350 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

130

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,600
2,600 consumed
total energy -156k
156k consumed consumed
total profit 84.5k
84,500 profit
total workers 1300/3
1300 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

165

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -4,950
4,950 consumed
total energy -132k
132k consumed consumed
total profit 231k
231,000 profit
total workers 1650/4
1650 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

50

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 -1,250
1,250 consumed
total energy -95k
95k consumed consumed
total sulfur 50
50 sulfur generated
total uranium
total gold
total coal 50
50 coal generated
total pollution 500
500 pollution generated
total profit 2.5k
2,500 profit
total workers 1500/0
1500 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

3

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 -150
150 consumed
total energy -15k
15k consumed consumed
total uranium 3
3 uranium generated
total pollution 150
150 pollution generated
total profit 6.6k
6,600 profit
total workers 60/4
60 workers employed at level 4

salt_farms

size

5
Requires:
area

250
energy

500
money

1000
lvl 2 workers

10
Produces:
salt

1
Stores:
salt

100
0

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100

10

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

15

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

10

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 -1,000
1,000 consumed
total energy -100
100 consumed
total produce 50
50 produce generated
total water -50
50 consumed
total profit 400
400 profit
total workers 50/0
50 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

10

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 -1,000
1,000 consumed
total energy -100
100 consumed
total cows 10
10 cows generated
total water -100
100 consumed
total profit 400
400 profit
total workers 50/0
50 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
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

1

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

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50

1

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -2
2 consumed
total energy -5
5 consumed
total meat 10
10 meat generated
total cows -1
1 consumed
total workers
80
$80 tax income
total workers 2/2
2 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
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 (+2)
health

5 (+1)
pollution

-1

1,000

has enough area to operate has enough money to operate
operational
total health 6,000
6,000 health generated
total area -10k
10k consumed consumed
total fun 5,000
5,000 fun generated
total pollution -1k
-1,000 pollution generated
total expenses -5k
5,000 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+6)
health

6 (+3)
pollution

-3

500

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 4,500
4,500 health generated
total area -25k
25k consumed consumed
total fun 7,000
7,000 fun generated
total pollution -1.5k
-1,500 pollution generated
total profit 45k
45,000 profit
total workers 3000/1
3000 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

230

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 1,380
1,380 health generated
total area -23k
23k consumed consumed
total fun 3,450
3,450 fun generated
total pollution -2.76k
-2,760 pollution generated
total profit 87.4k
87,400 profit
total workers 1380/3
1380 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

240

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -480
480 consumed
total energy -48k
48k consumed consumed
total culture 240
240 culture generated
total profit 36k
36,000 profit
total workers 960/2
960 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

40

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 -4,000
4,000 consumed
total profit 1.12k
1,120 profit
total workers 120/0
120 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

50

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

45

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 -36k
36k consumed consumed
total profit 17.77k
17,775 profit
total workers 900/1
900 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

65

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -195
-195 health generated
total area -6,500
6,500 consumed
total energy -97.5k
97.5k consumed consumed
total fun -650
-650 fun generated
total pollution 65
65 pollution generated
total profit 160.88k
160,875 profit
total workers 16250/0
16250 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

130

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -650
650 consumed
total energy -39k
39k consumed consumed
total culture 130
130 culture generated
total fun 650
650 fun generated
total profit 11.7k
11,700 profit
total workers 1300/0
1300 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

70

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,800
2,800 consumed
total energy -35k
35k consumed consumed
total fun 700
700 fun generated
total profit 7k
7,000 profit
total workers 1400/0
1400 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

240

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -480
480 consumed
total energy -2,400
2,400 consumed
total culture 1,200
1,200 culture generated
total fun 240
240 fun generated
total profit 112.8k
112,800 profit
total workers 720/4
720 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

80

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -5,600
5,600 consumed
total energy -20k
20k consumed consumed
total fun 720
720 fun generated
total pollution -80
-80 pollution generated
total profit 44k
44,000 profit
total workers 800/3
800 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

165

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -9,900
9,900 consumed
total energy -74.25k
74.25k consumed consumed
total fun 3,300
3,300 fun generated
total pollution -165
-165 pollution generated
total profit 201.3k
201,300 profit
total workers 1650/4
1650 workers employed at level 4

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

30

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 -900
900 consumed
total energy -6,000
6,000 consumed
total fun 1,500
1,500 fun generated
total expenses -9k
-9,000 running expenses
total workers 150/2
150 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

75

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 750
750 health generated
total area -1,500
1,500 consumed
total energy -30k
30k consumed consumed
total profit 22.5k
22,500 profit
total workers 750/2
750 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

220

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 3,300
3,300 health generated
total area -880
880 consumed
total energy -11k
11k consumed consumed
total profit 341k
341,000 profit
total workers 2200/4
2200 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

12

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 -30k
30k consumed consumed
total shields 12
12 shields generated
total expenses -19.2k
-19,200 running expenses
total workers 120/2
120 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
0

storage

Storage buildings let you store more of certain resources.

wood_warehouses

size

5
Requires:
area

10
Stores:
wood

100

5

has enough area to operate
operational
total area -50
50 consumed

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

5

has enough area to operate
operational
total area -25
25 consumed

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

5

has enough area to operate
operational
total area -25
25 consumed

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

5

has enough area to operate
operational
total area -50
50 consumed

rock_yards

size

5
Requires:
area

20
Stores:
stone

100

5

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

water_tanks

size

5
Requires:
area

10
Stores:
water

100

5

has enough area to operate
operational
total area -50
50 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

5

has enough area to operate
operational
total area -50
50 consumed

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

5

has enough area to operate
operational
total area -50
50 consumed

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

5

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

Resources

total sulfur sulfur 11.53k/50.05k
total uranium uranium 369/8.05k
total steel steel 4.63k/50
total fish fish 0/5.05k
total oil oil 0/50
total gas gas 0/50
total gold gold 535/5.05k
total coal coal 5.05k/5.05k
total stone stone 0/550
total bread bread 0/50
total wheat wheat 0/550
total grapes grapes 0/50
total wood wood 50/550
total beer beer 0/50
total wine wine 0/50
total food food 53/50
total produce produce 5/550
total meat meat 100/100
total rice rice 0/550
total cows cows 414/1.05k
total lithium lithium 0/5.05k
total sand sand 0/50
total glass glass 0/50
total water water 1.15k/550
total salt salt 105/550
total missiles missiles 0/50
total shields shields 3.05k/3.05k