Chronomania
This city is email-verified
Year Day Season Citizens Logs
Chromatic Owl 11877 264 summer 40005
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
-1.523k/day 0/40.005k 0/36957 338700 40020 $176.05G $1.854M $446.88k 590/1.095M 1.8k/99.9k 104 0 8.771k 1.23k 9.85k

Job/tax levels

Level 0 0.0
91 citizens
18970 total jobs
0 available jobs
Level 1 1.0
83 citizens
4332 total jobs
0 available jobs
Level 2 1.0
382 citizens
2933 total jobs
0 available jobs
Level 3 1.0
112 citizens
2674 total jobs
0 available jobs
Level 4 1.0
456 citizens
7118 total jobs
0 available jobs
Level 5 1.0
38881 citizens
930 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
0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

99

has enough workers to operate has enough money to operate
operational
total area 99k
99k area generated
total sprawl 99
99 sprawl generated
total expenses -3.96k
-3,960 running expenses
total workers 990/0
990 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

45

operational
total health 135
135 health generated
total area 450
450 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

45

operational
total health 45
45 health generated
total area 450
450 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

5

has enough area to operate
operational
total area -5
5 consumed
total housing 5
5 housing generated
total sprawl 5
5 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

80

has enough energy to operate has enough area to operate
operational
total area -8,000
8,000 consumed
total housing 40k
40k housing generated
total energy -40k
40k consumed consumed
total pollution 8k
8,000 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 (+1000)
health

-10
pollution

30

2

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -20
-20 health generated
total area -10
10 consumed
total energy 6,000
6,000 energy generated
total pollution 60
60 pollution generated
total expenses -20
-20 running expenses
total workers 10/0
10 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

84

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -420
420 consumed
total energy 50.4k
50.4k energy generated
total profit 14.28k
14,280 profit
total workers 840/1
840 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+250)

71

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -355
355 consumed
total energy 53.25k
53.25k energy generated
total profit 27.69k
27,690 profit
total workers 710/2
710 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

123

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,230
1,230 consumed
total energy 615k
615k energy generated
total profit 36.9k
36,900 profit
total workers 1230/3
1230 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+500)
water

10

47

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -470
470 consumed
total energy 70.5k
70.5k energy generated
total water 470
470 water generated
total profit 7.99k
7,990 profit
total workers 235/2
235 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

78

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -780
780 consumed
total pollution -7.8k
-7,800 pollution generated
total profit 245.7k
245,700 profit
total workers 780/5
780 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

41

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -205
205 consumed
total energy -24.6k
24.6k consumed consumed
total expenses -410
-410 running expenses
total workers 410/0
410 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

49

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -392
392 consumed
total energy -39.2k
39.2k consumed consumed
total profit 7.84k
7,840 profit
total workers 490/1
490 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

53

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -530
530 consumed
total energy -42.4k
42.4k consumed consumed
total profit 17.49k
17,490 profit
total workers 530/2
530 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

46

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -920
920 consumed
total energy -55.2k
55.2k consumed consumed
total profit 29.9k
29,900 profit
total workers 460/3
460 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

168

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -5,040
5,040 consumed
total energy -134.4k
134.4k consumed consumed
total profit 235.2k
235,200 profit
total workers 1680/4
1680 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -25
25 consumed
total energy -1,900
1,900 consumed
total wood 5
5 wood generated
total expenses -50
-50 running expenses
total workers 10/1
10 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

90

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -450
-450 health generated
total area -2,250
2,250 consumed
total energy -171k
171k consumed consumed
total sulfur 90
90 sulfur generated
total uranium
total gold
total coal 90
90 coal generated
total pollution 900
900 pollution generated
total expenses -22.5k
-22,500 running expenses
total workers 2700/0
2700 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 4.4k
4,400 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

45

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -4,500
4,500 consumed
total energy -22.5k
22.5k consumed consumed
total stone 45
45 stone generated
total profit 99k
99,000 profit
total workers 900/4
900 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

14

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -7,000
7,000 consumed
total energy -1,400
1,400 consumed
total water 1,400
1,400 water generated
total profit 0
0 profit
total workers 70/1
70 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

10

has enough workers to operate has enough area to operate
operational
total area -10
10 consumed
total produce 10
10 produce generated
total workers
0
$0 tax income
total workers 10/0
10 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
0

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50

20

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 -2,000
2,000 consumed
total energy -200
200 consumed
total produce 100
100 produce generated
total water -100
100 consumed
total expenses -200
-200 running expenses
total workers 100/0
100 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
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

4

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 20
20 health generated
total area -20
20 consumed
total food 200
200 food generated
total produce -20
20 consumed
total workers
800
$800 tax income
total workers 20/2
20 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
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

500

has enough area to operate has enough money to operate
operational
total health 3,500
3,500 health generated
total area -5,000
5,000 consumed
total fun 1,000
1,000 fun generated
total pollution -500
-500 pollution generated
total expenses -2.5k
2,500 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (-1)
health

6 (+2)
pollution

-3

317

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 2,536
2,536 health generated
total area -15.85k
15.85k consumed consumed
total fun 2,219
2,219 fun generated
total pollution -951
-951 pollution generated
total profit 28.53k
28,530 profit
total workers 1902/1
1902 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

104

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 728
728 health generated
total area -10.4k
10.4k consumed consumed
total fun 832
832 fun generated
total pollution -1.248k
-1,248 pollution generated
total profit 39.52k
39,520 profit
total workers 624/3
624 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

142

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -284
284 consumed
total energy -28.4k
28.4k consumed consumed
total culture 142
142 culture generated
total profit 21.3k
21,300 profit
total workers 568/2
568 workers employed at level 2

commerce

Commerce buildings have lots of jobs to attract citizens to your city

retail_shops

size

1
Requires:
area

2
energy

100
money

2
lvl 0 workers

3
0

factories

size

7
Requires:
area

15
energy

1900
money

50
lvl 0 workers

20
Produces:
health

-3
pollution

1
steel

10
Stores:
steel

1000

76

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -228
-228 health generated
total area -1,140
1,140 consumed
total energy -144.4k
144.4k consumed consumed
total steel 760
760 steel generated
total pollution 76
76 pollution generated
total expenses -3.8k
-3,800 running expenses
total workers 1520/0
1520 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

51

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -102
102 consumed
total energy -40.8k
40.8k consumed consumed
total profit 20.14k
20,145 profit
total workers 1020/1
1020 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

47

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -141
-141 health generated
total area -4,700
4,700 consumed
total energy -70.5k
70.5k consumed consumed
total fun -470
-470 fun generated
total pollution 47
47 pollution generated
total expenses -1.18k
-1,175 running expenses
total workers 11750/0
11750 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

58

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -290
290 consumed
total energy -17.4k
17.4k consumed consumed
total culture 58
58 culture generated
total fun 290
290 fun generated
total expenses -580
-580 running expenses
total workers 580/0
580 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

45

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,800
1,800 consumed
total energy -22.5k
22.5k consumed consumed
total fun 450
450 fun generated
total expenses -4.5k
-4,500 running expenses
total workers 900/0
900 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

206

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -412
412 consumed
total energy -2,060
2,060 consumed
total culture 1,030
1,030 culture generated
total fun 206
206 fun generated
total profit 96.82k
96,820 profit
total workers 618/4
618 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

36

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,520
2,520 consumed
total energy -9,000
9,000 consumed
total fun 324
324 fun generated
total pollution -36
-36 pollution generated
total profit 19.8k
19,800 profit
total workers 360/3
360 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

171

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -10.26k
10.26k consumed consumed
total energy -76.95k
76.95k consumed consumed
total fun 3,420
3,420 fun generated
total pollution -171
-171 pollution generated
total profit 208.62k
208,620 profit
total workers 1710/4
1710 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

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 -500
500 consumed
total energy -4,000
4,000 consumed
total fun 500
500 fun generated
total profit 0
0 profit
total workers 250/2
250 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

50

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 500
500 health generated
total area -1,000
1,000 consumed
total energy -20k
20k consumed consumed
total profit 15k
15,000 profit
total workers 500/2
500 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

215

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 3,225
3,225 health generated
total area -860
860 consumed
total energy -10.75k
10.75k consumed consumed
total profit 333.25k
333,250 profit
total workers 2150/4
2150 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

15

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 -7,500
7,500 consumed
total energy -75k
75k consumed consumed
total sulfur -75
75 consumed
total steel -750
750 consumed
total missiles 15
15 missiles generated
total expenses -27k
-27,000 running expenses
total workers 150/5
150 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

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
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 89.97k/90.05k
total uranium uranium 11.05k/11.05k
total steel steel 75.3k/76.05k
total fish fish 50/50
total oil oil 1/50
total gas gas 1/50
total gold gold 9.05k/9.05k
total coal coal 9.05k/9.05k
total stone stone 4.55k/4.55k
total bread bread 50/50
total wheat wheat 1/50
total grapes grapes 50/50
total wood wood 550/550
total beer beer 1/50
total wine wine 1/50
total food food 209/250
total produce produce 1.13k/1.15k
total meat meat 1/50
total rice rice 1/50
total cows cows 3/50
total lithium lithium 1/50
total sand sand 1/50
total glass glass 1/50
total water water 13.95k/14.05k
total salt salt 1/50
total missiles missiles 1.55k/1.55k
total shields shields 3.05k/3.05k