Chronomania
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Year Day Season Citizens Logs
Chromatic Owl 22689 357 fall 6010
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
-7.991k/day 0/6.01k 30627/36637 159800 6020 $623.866G $484.02k $58.57k 344.94k/357k 75.823k/100.92k 109 0 3.925k 1.03k 6.514k

Job/tax levels

Level 0 1.0
0 citizens
18870 total jobs
17860 available jobs
Level 1 1.0
0 citizens
4262 total jobs
2360 available jobs
Level 2 1.0
0 citizens
2923 total jobs
1718 available jobs
Level 3 1.0
0 citizens
2674 total jobs
2179 available jobs
Level 4 1.0
0 citizens
7118 total jobs
6500 available jobs
Level 5 1.0
6010 citizens
790 total jobs
10 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 profit 5.94k
5,940 profit
total workers 990/0
990 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

98

operational
total health 294
294 health generated
total area 980
980 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

94

operational
total health 94
94 health generated
total area 940
940 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

2

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

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

12

has enough energy to operate has enough area to operate
operational

68

requires energy to operate has enough area to operate
needs energy to operate
total area -1,200
1,200 consumed
total housing 6,000
6,000 housing generated
total energy -6,000
6,000 consumed
total pollution 1.2k
1,200 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 profit 80
80 profit
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

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

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500

71

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -355
355 consumed
total energy 35.5k
35.5k 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

49

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

74

requires workers to operate has enough area to operate has enough money to operate
needs workers to operate
total area -490
490 consumed
total energy 245k
245k energy generated
total profit 14.7k
14,700 profit
total workers 490/3
490 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

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

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

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

middle_schools

size

3
Requires:
area

8
energy

800
money

40
lvl 1 workers

10
Produces:
education lvl 2

30

49

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

high_schools

size

3
Requires:
area

10
energy

800
money

70
lvl 2 workers

10
Produces:
education lvl 3

20

53

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

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

46

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

research_labs

size

2
Requires:
area

30
energy

800
money

200
lvl 4 workers

10
Produces:
education lvl 5

5

168

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

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

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

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

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

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

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

quarries

size

5
Requires:
area

100
energy

500
money

1000
lvl 4 workers

20
Produces:
stone

1
Stores:
stone

100

45

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

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

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
100
$100 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 requires energy to operate has enough area to operate has enough money to operate has enough water to operate
needs energy 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
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

2

has enough workers to operate has enough area to operate has enough produce to operate
operational

2

has enough workers to operate has enough area to operate requires produce to operate
needs produce to operate
total health 10
10 health generated
total area -10
10 consumed
total food 100
100 food generated
total produce -10
10 consumed
total workers
400
$400 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
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

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

libraries

size

1
Requires:
area

2
energy

200
money

10
lvl 2 workers

4
Produces:
culture

1
education

random drop

142

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

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

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

51

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

distribution_centers

size

8
Requires:
area

100
energy

1500
money

25
lvl 0 workers

250
Produces:
fun

-10
health

-3
pollution

1

47

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

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

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

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

45

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

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

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

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

171

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.

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

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

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

215

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

15

requires 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
needs workers to operate

defense_bases

size

1
Requires:
area

100
energy

2500
money

2000
lvl 2 workers

10
Produces:
shields

1
Stores:
shields

250

12

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

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 50/50
total uranium uranium 50/50
total steel steel 50/50
total fish fish 50/50
total oil oil 1/50
total gas gas 1/50
total gold gold 50/50
total coal coal 50/50
total stone stone 50/50
total bread bread 50/50
total wheat wheat 1/50
total grapes grapes 50/50
total wood wood 50/50
total beer beer 1/50
total wine wine 1/50
total food food 143/150
total produce produce 1/150
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 50/50
total salt salt 1/50
total missiles missiles 50/50
total shields shields 50/50