Cleanest boi Year Day Season Citizens Logs
Warden 14304 43 winter 8688
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
153/day -6k/2.688k 533/9221 0 0 $60.211G $161.986k $56.215k 53.326k/247.08k 2.438k/13.33k 88 0 912 27 246

Job/tax levels

Level 0 0.8
87 citizens
6120 total jobs
283 available jobs
Level 1 0.5
0 citizens
1005 total jobs
0 available jobs
Level 2 0.6
54 citizens
884 total jobs
0 available jobs
Level 3 1.0
0 citizens
602 total jobs
0 available jobs
Level 4 1.0
3676 citizens
460 total jobs
250 available jobs
Level 5 0.05
4871 citizens
150 total jobs
0 available jobs
Level 6 0.2
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
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

19

has enough workers to operate has enough money to operate
operational
total health -38
-38 health generated
total area 950
950 area generated
total sprawl 57
57 sprawl generated
total profit 950
950 profit
total workers 190/0
190 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

12

has enough workers to operate has enough money to operate
operational
total area 12k
12k area generated
total sprawl 12
12 sprawl generated
total profit 480
480 profit
total workers 120/0
120 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

20

operational
total health 40
40 health generated
total area 200
200 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

18

operational
total health 18
18 health generated
total area 180
180 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

3

has enough energy to operate has enough area to operate
operational
total area -3
3 consumed
total housing 18
18 housing generated
total energy -54
54 consumed
total sprawl 9
9 sprawl generated
total pollution 15
15 pollution generated

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

10

has enough energy to operate has enough area to operate
operational
total area -100
100 consumed
total housing 200
200 housing generated
total energy -900
900 consumed
total pollution 150
150 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

8

has enough energy to operate has enough area to operate
operational
total area -40
40 consumed
total housing 160
160 housing generated
total energy -400
400 consumed
total pollution 96
96 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

8

has enough energy to operate has enough area to operate
operational
total area -160
160 consumed
total housing 800
800 housing generated
total energy -1,200
1,200 consumed
total pollution 400
400 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

3

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

energy

Energy buildings produce energy when they're operational. Energy is required to operate most other buildings. You need citizens to operate most of the energy buildings.

coal_plants

size

5
Requires:
area

5
money

10
lvl 0 workers

5
Produces:
energy

2000
health

-10
pollution

30

4

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -40
-40 health generated
total area -20
20 consumed
total energy 8,000
8,000 energy generated
total pollution 120
120 pollution generated
total profit 120
120 profit
total workers 20/0
20 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 450
450 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 (+180)

41

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -205
205 consumed
total energy 31.98k
31.98k energy generated
total profit 2.87k
2,870 profit
total workers 410/1
410 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-80)

35

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -175
175 consumed
total energy 14.7k
14.7k energy generated
total profit 8.05k
8,050 profit
total workers 350/2
350 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

28

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -280
280 consumed
total energy 140k
140k energy generated
total profit 8.4k
8,400 profit
total workers 280/3
280 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (-200)
water

10

28

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -280
280 consumed
total energy 22.4k
22.4k energy generated
total water 280
280 water generated
total profit 2.52k
2,520 profit
total workers 140/2
140 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

12

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -120
120 consumed
total pollution -1.2k
-1,200 pollution generated
total profit 1.32k
1,320 profit
total workers 120/5
120 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

19

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -95
95 consumed
total energy -11.4k
11.4k consumed consumed
total profit 1.33k
1,330 profit
total workers 190/0
190 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

16

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -128
128 consumed
total energy -12.8k
12.8k consumed consumed
total profit 960
960 profit
total workers 160/1
160 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

14

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -140
140 consumed
total energy -11.2k
11.2k consumed consumed
total profit 2.38k
2,380 profit
total workers 140/2
140 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

12

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -240
240 consumed
total energy -14.4k
14.4k consumed consumed
total profit 7.8k
7,800 profit
total workers 120/3
120 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

10

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 -8,000
8,000 consumed
total profit 14k
14,000 profit
total workers 100/4
100 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

27

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -135
-135 health generated
total area -675
675 consumed
total energy -51.3k
51.3k consumed consumed
total sulfur 27
27 sulfur generated
total uranium
total gold
total coal 27
27 coal generated
total pollution 270
270 pollution generated
total expenses -270
-270 running expenses
total workers 810/0
810 workers employed at level 0

uranium_mines

size

3
Requires:
area

50
energy

5000
money

1000
lvl 4 workers

20
Produces:
health

-50
pollution

50
uranium

1
Stores:
uranium

1000
0

salt_farms

size

5
Requires:
area

250
energy

500
money

1000
lvl 2 workers

10
Produces:
salt

1
Stores:
salt

100
0

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100
0

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
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

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50
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

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
0

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 (+2)
health

5 (+1)
pollution

-1

13

has enough area to operate has enough money to operate
operational
total health 78
78 health generated
total area -130
130 consumed
total fun 65
65 fun generated
total pollution -13
-13 pollution generated
total expenses -65
65 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+6)
health

6 (+3)
pollution

-3

20

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 180
180 health generated
total area -1,000
1,000 consumed
total fun 280
280 fun generated
total pollution -60
-60 pollution generated
total profit 600
600 profit
total workers 120/1
120 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

12

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 72
72 health generated
total area -1,200
1,200 consumed
total fun 180
180 fun generated
total pollution -144
-144 pollution generated
total profit 4.56k
4,560 profit
total workers 72/3
72 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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -22
22 consumed
total energy -2,200
2,200 consumed
total culture 11
11 culture generated
total profit 946
946 profit
total workers 44/2
44 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

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -20
20 consumed
total energy -1,000
1,000 consumed
total profit 220
220 profit
total workers 30/0
30 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

2

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

15

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate
total health -6
-6 health generated
total area -30
30 consumed
total energy -3,800
3,800 consumed
total steel 20
20 steel generated
total pollution 2
2 pollution generated
total profit 220
220 profit
total workers 40/0
40 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

12

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -24
24 consumed
total energy -9,600
9,600 consumed
total profit 2.34k
2,340 profit
total workers 240/1
240 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

16

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -48
-48 health generated
total area -1,600
1,600 consumed
total energy -24k
24k consumed consumed
total fun -160
-160 fun generated
total pollution 16
16 pollution generated
total profit 31.6k
31,600 profit
total workers 4000/0
4000 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

16

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 -4,800
4,800 consumed
total culture 16
16 culture generated
total fun 80
80 fun generated
total profit 1.12k
1,120 profit
total workers 160/0
160 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

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 -520
520 consumed
total energy -6,500
6,500 consumed
total fun 130
130 fun generated
total profit 780
780 profit
total workers 260/0
260 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

13

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -910
910 consumed
total energy -3,250
3,250 consumed
total fun 117
117 fun generated
total pollution -13
-13 pollution generated
total profit 7.15k
7,150 profit
total workers 130/3
130 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -660
660 consumed
total energy -4,950
4,950 consumed
total fun 220
220 fun generated
total pollution -11
-11 pollution generated
total profit 13.42k
13,420 profit
total workers 110/4
110 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
0

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

20

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 200
200 health generated
total area -400
400 consumed
total energy -8,000
8,000 consumed
total profit 2.8k
2,800 profit
total workers 200/2
200 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

25

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

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 -500
500 consumed
total energy -5,000
5,000 consumed
total sulfur -5
5 consumed
total steel -50
50 consumed
total missiles 1
1 missiles generated
total expenses -4.84k
-4,840 running expenses
total workers 10/5
10 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -100
100 consumed
total energy -2,500
2,500 consumed
total shields 1
1 shields generated
total expenses -1.76k
-1,760 running expenses
total workers 10/2
10 workers employed at level 2

missile_defense_arrays

size

1
Requires:
area

200
energy

5000
money

5000
steel

100
sulfur

20
lvl 5 workers

20
Stores:
shields

1000

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough steel to operate has enough sulfur to operate
operational
total area -200
200 consumed
total energy -5,000
5,000 consumed
total sulfur -20
20 consumed
total steel -100
100 consumed
total expenses -4.68k
-4,680 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
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 2.98k/27.05k
total uranium uranium 50/2.75k
total steel steel 6.31k/2.05k
total fish fish 0/50
total oil oil 0/50
total gas gas 0/50
total gold gold 0/2.75k
total coal coal 0/2.75k
total stone stone 0/50
total bread bread 0/50
total wheat wheat 0/50
total grapes grapes 0/50
total wood wood 0/50
total beer beer 0/50
total wine wine 0/50
total food food 0/50
total produce produce 0/50
total meat meat 0/50
total rice rice 0/50
total cows cows 0/50
total lithium lithium 0/50
total sand sand 0/50
total glass glass 0/50
total water water 50/50
total salt salt 0/50
total missiles missiles 150/150
total shields shields 350/1.3k