Cleancity Year Day Season Citizens Logs
Tibault 11184 118 spring 16442
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
46/day -11.72k/4.722k 0/16419 212120 16460 $57.208G $250.448k $77.713k 69.149k/380.86k 4.87k/22.6k 125 0 1.383k 34 1.88k

Job/tax levels

Level 0 1.0
40 citizens
11642 total jobs
0 available jobs
Level 1 0.6
166 citizens
1794 total jobs
0 available jobs
Level 2 0.5
45 citizens
1313 total jobs
0 available jobs
Level 3 0.5
1240 citizens
860 total jobs
0 available jobs
Level 4 0.4
9574 citizens
620 total jobs
0 available jobs
Level 5 0.2
5377 citizens
190 total jobs
0 available jobs
Level 6 0.0
0 citizens
0 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

29

has enough workers to operate has enough money to operate
operational
total health -58
-58 health generated
total area 1,450
1,450 area generated
total sprawl 87
87 sprawl generated
total profit 2.03k
2,030 profit
total workers 290/0
290 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

20

has enough workers to operate has enough money to operate
operational
total area 20k
20k area generated
total sprawl 20
20 sprawl generated
total profit 1.2k
1,200 profit
total workers 200/0
200 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

60

operational
total health 180
180 health generated
total area 600
600 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

55

operational
total health 55
55 health generated
total area 550
550 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

2

has enough energy to operate has enough area to operate
operational
total area -2
2 consumed
total housing 12
12 housing generated
total energy -36
36 consumed
total sprawl 6
6 sprawl generated
total pollution 10
10 pollution generated

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1

2

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -10
10 consumed
total housing 40
40 housing generated
total energy -140
140 consumed
total sprawl 2
2 sprawl generated
total expenses -200
200 running expenses

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

13

has enough energy to operate has enough area to operate
operational
total area -130
130 consumed
total housing 260
260 housing generated
total energy -1,170
1,170 consumed
total pollution 195
195 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

10

has enough energy to operate has enough area to operate
operational
total area -50
50 consumed
total housing 200
200 housing generated
total energy -500
500 consumed
total pollution 120
120 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

12

has enough energy to operate has enough area to operate
operational
total area -240
240 consumed
total housing 1,200
1,200 housing generated
total energy -1,800
1,800 consumed
total pollution 600
600 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

6

has enough energy to operate has enough area to operate
operational
total area -600
600 consumed
total housing 3,000
3,000 housing generated
total energy -3,000
3,000 consumed
total pollution 600
600 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

1

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -10
-10 health generated
total area -5
5 consumed
total energy 2,000
2,000 energy generated
total pollution 30
30 pollution generated
total profit 40
40 profit
total workers 5/0
5 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

15

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -75
-75 health generated
total area -225
225 consumed
total energy 30k
30k energy generated
total pollution 225
225 pollution generated
total profit 600
600 profit
total workers 75/1
75 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

81

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -405
405 consumed
total energy 48.6k
48.6k energy generated
total profit 7.29k
7,290 profit
total workers 810/1
810 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-80)

58

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -290
290 consumed
total energy 24.36k
24.36k energy generated
total profit 11.02k
11,020 profit
total workers 580/2
580 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

44

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -440
440 consumed
total energy 220k
220k energy generated
total expenses -4.4k
-4,400 running expenses
total workers 440/3
440 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+300)
water

10

43

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -430
430 consumed
total energy 55.9k
55.9k energy generated
total water 430
430 water generated
total profit 3.01k
3,010 profit
total workers 215/2
215 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

17

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -170
170 consumed
total pollution -1.7k
-1,700 pollution generated
total profit 10.03k
10,030 profit
total workers 170/5
170 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

23

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -115
115 consumed
total energy -13.8k
13.8k consumed consumed
total profit 2.07k
2,070 profit
total workers 230/0
230 workers employed at level 0

middle_schools

size

3
Requires:
area

8
energy

800
money

40
lvl 1 workers

10
Produces:
education lvl 2

30

19

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -152
152 consumed
total energy -15.2k
15.2k consumed consumed
total profit 1.52k
1,520 profit
total workers 190/1
190 workers employed at level 1

high_schools

size

3
Requires:
area

10
energy

800
money

70
lvl 2 workers

10
Produces:
education lvl 3

20

16

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -160
160 consumed
total energy -12.8k
12.8k consumed consumed
total profit 2.08k
2,080 profit
total workers 160/2
160 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

13

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -260
260 consumed
total energy -15.6k
15.6k consumed consumed
total profit 3.25k
3,250 profit
total workers 130/3
130 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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -330
330 consumed
total energy -8,800
8,800 consumed
total profit 4.84k
4,840 profit
total workers 110/4
110 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

6

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -150
150 consumed
total energy -11.4k
11.4k consumed consumed
total wood 30
30 wood generated
total expenses -780
-780 running expenses
total workers 60/1
60 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

29

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -145
-145 health generated
total area -725
725 consumed
total energy -55.1k
55.1k consumed consumed
total sulfur 29
29 sulfur generated
total uranium
total gold
total coal 29
29 coal generated
total pollution 290
290 pollution generated
total profit 1.45k
1,450 profit
total workers 870/0
870 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

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10
0

wheat_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
wheat

1
Stores:
wheat

50

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
operational
total area -100
100 consumed
total energy -10
10 consumed
total wheat 1
1 wheat generated
total water -5
5 consumed
total profit 40
40 profit
total workers 5/0
5 workers employed at level 0

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

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
operational
total area -100
100 consumed
total energy -10
10 consumed
total produce 5
5 produce generated
total water -5
5 consumed
total profit 40
40 profit
total workers 5/0
5 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

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
operational
total area -100
100 consumed
total energy -10
10 consumed
total cows 1
1 cows generated
total water -10
10 consumed
total profit 40
40 profit
total workers 5/0
5 workers employed at level 0

vineyards

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
grapes

1
Stores:
grapes

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
operational
total area -100
100 consumed
total energy -10
10 consumed
total grapes 1
1 grapes generated
total water -10
10 consumed
total profit 40
40 profit
total workers 5/0
5 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

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 has enough bread to operate
operational
total area -2
2 consumed
total energy -10
10 consumed
total bread -1
1 consumed
total food 25
25 food generated
total meat -1
1 consumed
total profit 50
50 profit
total workers 5/1
5 workers employed at level 1

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

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
40
$40 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

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 has enough wheat to operate requires salt to operate
needs salt 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 (+1)
health

5 (+2)
pollution

-1

139

has enough area to operate has enough money to operate
operational
total health 973
973 health generated
total area -1,390
1,390 consumed
total fun 556
556 fun generated
total pollution -139
-139 pollution generated
total expenses -695
695 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+2)
health

6 (+2)
pollution

-3

29

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 232
232 health generated
total area -1,450
1,450 consumed
total fun 290
290 fun generated
total pollution -87
-87 pollution generated
total profit 1.22k
1,218 profit
total workers 174/1
174 workers employed at level 1

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (+5)
health

5 (+3)
pollution

-12

10

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 80
80 health generated
total area -1,000
1,000 consumed
total fun 150
150 fun generated
total pollution -120
-120 pollution generated
total profit 1.4k
1,400 profit
total workers 60/3
60 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

14

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -28
28 consumed
total energy -2,800
2,800 consumed
total culture 14
14 culture generated
total profit 980
980 profit
total workers 56/2
56 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

14

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -28
28 consumed
total energy -1,400
1,400 consumed
total profit 392
392 profit
total workers 42/0
42 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

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 -345
345 consumed
total energy -43.7k
43.7k consumed consumed
total steel 230
230 steel generated
total pollution 23
23 pollution generated
total profit 3.45k
3,450 profit
total workers 460/0
460 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

24

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -48
48 consumed
total energy -19.2k
19.2k consumed consumed
total profit 5.64k
5,640 profit
total workers 480/1
480 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

36

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -108
-108 health generated
total area -3,600
3,600 consumed
total energy -54k
54k consumed consumed
total fun -360
-360 fun generated
total pollution 36
36 pollution generated
total profit 89.1k
89,100 profit
total workers 9000/0
9000 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

20

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 culture 20
20 culture generated
total fun 100
100 fun generated
total profit 1.8k
1,800 profit
total workers 200/0
200 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

16

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -640
640 consumed
total energy -8,000
8,000 consumed
total fun 160
160 fun generated
total profit 1.6k
1,600 profit
total workers 320/0
320 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

23

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,610
1,610 consumed
total energy -5,750
5,750 consumed
total fun 207
207 fun generated
total pollution -23
-23 pollution generated
total profit 3.45k
3,450 profit
total workers 230/3
230 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

14

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -840
840 consumed
total energy -6,300
6,300 consumed
total fun 280
280 fun generated
total pollution -14
-14 pollution generated
total profit 3.64k
3,640 profit
total workers 140/4
140 workers employed at level 4

travel

Travel buildings increase your city's desirability.

health

Health buildings increase the health of your citizens, and make them less likely to die

hospitals

size

6
Requires:
area

20
energy

400
money

100
lvl 2 workers

10
Produces:
health

10

27

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 270
270 health generated
total area -540
540 consumed
total energy -10.8k
10.8k consumed consumed
total profit 2.7k
2,700 profit
total workers 270/2
270 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

37

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 555
555 health generated
total area -148
148 consumed
total energy -1,850
1,850 consumed
total profit 21.83k
21,830 profit
total workers 370/4
370 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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -300
300 consumed
total energy -7,500
7,500 consumed
total shields 3
3 shields generated
total expenses -5.4k
-5,400 running expenses
total workers 30/2
30 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 -3.72k
-3,720 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

2

has enough area to operate
operational
total area -10
10 consumed

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

2

has enough area to operate
operational
total area -10
10 consumed

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

2

has enough area to operate
operational
total area -20
20 consumed

rock_yards

size

5
Requires:
area

20
Stores:
stone

100

2

has enough area to operate
operational
total area -40
40 consumed

water_tanks

size

5
Requires:
area

10
Stores:
water

100

2

has enough area to operate
operational
total area -20
20 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

2

has enough area to operate
operational
total area -20
20 consumed

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

2

has enough area to operate
operational
total area -20
20 consumed

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

1

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -10
10 consumed
total energy -10
10 consumed
total workers
50
$50 tax income
total workers 5/0
5 workers employed at level 0

Resources

total sulfur sulfur 29.03k/29.05k
total uranium uranium 50/2.95k
total steel steel 22.9k/23.05k
total fish fish 0/2.05k
total oil oil 0/50
total gas gas 0/50
total gold gold 0/2.95k
total coal coal 0/2.95k
total stone stone 0/250
total bread bread 0/550
total wheat wheat 286/300
total grapes grapes 86/600
total wood wood 1.19k/3.15k
total beer beer 0/50
total wine wine 0/50
total food food 50/100
total produce produce 4/600
total meat meat 320/600
total rice rice 0/250
total cows cows 16/300
total lithium lithium 0/2.05k
total sand sand 0/50
total glass glass 0/50
total water water 220/250
total salt salt 0/250
total missiles missiles 50/50
total shields shields 550/1.8k