Dixieville Year Day Season Citizens Logs
Drew P Weiners 11301 96 spring 15515
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
-1.954k/day 0/15.515k 0/12813 2390840 15520 $10.631G $321.288k $146.635k 251.49k/728.46k 18.187k/43.03k 131 2 1.676k 56 744

Job/tax levels

Level 0 1.0
5024 citizens
8720 total jobs
0 available jobs
Level 1 1.0
4838 citizens
1144 total jobs
0 available jobs
Level 2 0.8
2012 citizens
805 total jobs
0 available jobs
Level 3 0.65
1683 citizens
634 total jobs
0 available jobs
Level 4 0.5
911 citizens
850 total jobs
0 available jobs
Level 5 0.4
1047 citizens
660 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

25

has enough workers to operate has enough money to operate
operational
total health -50
-50 health generated
total area 1,250
1,250 area generated
total sprawl 75
75 sprawl generated
total profit 1.75k
1,750 profit
total workers 250/0
250 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

41

has enough workers to operate has enough money to operate
operational
total area 41k
41k area generated
total sprawl 41
41 sprawl generated
total profit 2.46k
2,460 profit
total workers 410/0
410 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

41

operational
total health 123
123 health generated
total area 410
410 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

37

operational
total health 37
37 health generated
total area 370
370 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

15

has enough area to operate
operational
total area -15
15 consumed
total housing 15
15 housing generated
total sprawl 15
15 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

31

has enough energy to operate has enough area to operate
operational
total area -3,100
3,100 consumed
total housing 15.5k
15.5k housing generated
total energy -15.5k
15.5k consumed consumed
total pollution 3.1k
3,100 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
0

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

15

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -75
75 consumed
total energy 9,000
9,000 energy generated
total profit 2.55k
2,550 profit
total workers 150/1
150 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-80)

18

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -90
90 consumed
total energy 7,560
7,560 energy generated
total profit 5.58k
5,580 profit
total workers 180/2
180 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

16

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -160
160 consumed
total energy 80k
80k energy generated
total profit 320
320 profit
total workers 160/3
160 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+300)
water

10

23

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -230
230 consumed
total energy 29.9k
29.9k energy generated
total water 230
230 water generated
total profit 2.99k
2,990 profit
total workers 115/2
115 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

4

has enough workers to operate has enough area to operate has enough money to operate has enough uranium to operate
operational
total area -40
40 consumed
total energy 600k
600k energy generated
total uranium -4
4 consumed
total expenses -36.8k
-36,800 running expenses
total workers 40/4
40 workers employed at level 4

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

57

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -570
570 consumed
total pollution -5.7k
-5,700 pollution generated
total profit 70.11k
70,110 profit
total workers 570/5
570 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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -55
55 consumed
total energy -6,600
6,600 consumed
total profit 990
990 profit
total workers 110/0
110 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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -88
88 consumed
total energy -8,800
8,800 consumed
total profit 1.76k
1,760 profit
total workers 110/1
110 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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -110
110 consumed
total energy -8,800
8,800 consumed
total profit 2.75k
2,750 profit
total workers 110/2
110 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

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 -320
320 consumed
total energy -19.2k
19.2k consumed consumed
total profit 5.92k
5,920 profit
total workers 160/3
160 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

21

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -630
630 consumed
total energy -16.8k
16.8k consumed consumed
total profit 12.6k
12,600 profit
total workers 210/4
210 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

81

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -405
-405 health generated
total area -2,025
2,025 consumed
total energy -153.9k
153.9k consumed consumed
total sulfur 81
81 sulfur generated
total uranium
total gold
total coal 81
81 coal generated
total pollution 810
810 pollution generated
total profit 4.05k
4,050 profit
total workers 2430/0
2430 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

6

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -300
-300 health generated
total area -300
300 consumed
total energy -30k
30k consumed consumed
total uranium 6
6 uranium generated
total pollution 300
300 pollution generated
total profit 3.6k
3,600 profit
total workers 120/4
120 workers employed at level 4

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

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough water to operate
operational
total area -1,000
1,000 consumed
total energy -100
100 consumed
total wheat 10
10 wheat generated
total water -50
50 consumed
total profit 400
400 profit
total workers 50/0
50 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

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough water to operate
operational
total area -1,000
1,000 consumed
total energy -100
100 consumed
total produce 50
50 produce generated
total water -50
50 consumed
total profit 400
400 profit
total workers 50/0
50 workers employed at level 0

livestock_farms

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
cows

1
Stores:
cows

50

5

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 -500
500 consumed
total energy -50
50 consumed
total cows 5
5 cows generated
total water -50
50 consumed
total profit 200
200 profit
total workers 25/0
25 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

5

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 -500
500 consumed
total energy -50
50 consumed
total grapes 5
5 grapes generated
total water -50
50 consumed
total profit 200
200 profit
total workers 25/0
25 workers employed at level 0

food

Food buildings allow you to distribute food to your citizens.

sushi_restaurants

size

2
Requires:
area

2
energy

50
fish

1
money

10
rice

1
water

1
lvl 3 workers

5
Produces:
culture

1
food

10
Stores:
food

25
0

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50
0

grocery_stores

size

5
Requires:
area

5
bread

5
energy

10
fish

1
meat

1
money

100
produce

1
rice

5
water

1
lvl 1 workers

15
Produces:
food

100
Stores:
food

1000
0

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

2

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 10
10 health generated
total area -10
10 consumed
total food 100
100 food generated
total produce -10
10 consumed
total workers
320
$320 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

4

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -8
8 consumed
total energy -20
20 consumed
total meat 40
40 meat generated
total cows -4
4 consumed
total workers
256
$256 tax income
total workers 8/2
8 workers employed at level 2

bakeries

size

2
Requires:
area

5
energy

10
money

10
salt

1
water

5
wheat

5
lvl 1 workers

5
Produces:
bread

1
Stores:
bread

50
0

wineries

size

4
Requires:
area

2
energy

10
grapes

1
water

1
lvl 2 workers

5
Produces:
wine

1
Stores:
wine

50

3

has enough workers to operate has enough energy to operate has enough area to operate has enough water to operate has enough grapes to operate
operational
total area -6
6 consumed
total energy -30
30 consumed
total grapes -3
3 consumed
total wine 3
3 wine generated
total water -3
3 consumed
total workers
480
$480 tax income
total workers 15/2
15 workers employed at level 2

breweries

size

4
Requires:
area

2
energy

10
water

1
wheat

1
lvl 2 workers

5
Produces:
beer

1
Stores:
beer

50

3

has enough workers to operate has enough energy to operate has enough area to operate has enough water to operate has enough wheat to operate
operational
total area -6
6 consumed
total energy -30
30 consumed
total wheat -3
3 consumed
total beer 3
3 beer generated
total water -3
3 consumed
total workers
480
$480 tax income
total workers 15/2
15 workers employed at level 2

bars

size

2
Requires:
area

2
beer

1
energy

5
wine

1
lvl 1 workers

2
Produces:
crime

1
fun

10

2

has enough workers to operate has enough energy to operate has enough area to operate has enough beer to operate has enough wine to operate
operational
total area -4
4 consumed
total energy -10
10 consumed
total fun 20
20 fun generated
total beer -2
2 consumed
total wine -2
2 consumed
total workers
80
$80 tax income
total workers 4/1
4 workers employed at level 1

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

40

has enough area to operate has enough money to operate
operational
total health 280
280 health generated
total area -400
400 consumed
total fun 160
160 fun generated
total pollution -40
-40 pollution generated
total expenses -200
200 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+2)
health

6 (+2)
pollution

-3

45

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 360
360 health generated
total area -2,250
2,250 consumed
total fun 450
450 fun generated
total pollution -135
-135 pollution generated
total profit 4.05k
4,050 profit
total workers 270/1
270 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

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 -2,900
2,900 consumed
total fun 435
435 fun generated
total pollution -348
-348 pollution generated
total profit 6.15k
6,148 profit
total workers 174/3
174 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

33

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -66
66 consumed
total energy -6,600
6,600 consumed
total culture 33
33 culture generated
total profit 3.89k
3,894 profit
total workers 132/2
132 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

35

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -70
70 consumed
total energy -3,500
3,500 consumed
total profit 980
980 profit
total workers 105/0
105 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

46

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -138
-138 health generated
total area -690
690 consumed
total energy -87.4k
87.4k consumed consumed
total steel 460
460 steel generated
total pollution 46
46 pollution generated
total profit 6.9k
6,900 profit
total workers 920/0
920 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

30

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -60
60 consumed
total energy -24k
24k consumed consumed
total profit 11.85k
11,850 profit
total workers 600/1
600 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

15

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -45
-45 health generated
total area -1,500
1,500 consumed
total energy -22.5k
22.5k consumed consumed
total fun -150
-150 fun generated
total pollution 15
15 pollution generated
total profit 37.13k
37,125 profit
total workers 3750/0
3750 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

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 -6,900
6,900 consumed
total culture 23
23 culture generated
total fun 115
115 fun generated
total profit 2.07k
2,070 profit
total workers 230/0
230 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

14

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -980
980 consumed
total energy -3,500
3,500 consumed
total fun 126
126 fun generated
total pollution -14
-14 pollution generated
total profit 3.78k
3,780 profit
total workers 140/3
140 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

18

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,080
1,080 consumed
total energy -8,100
8,100 consumed
total fun 360
360 fun generated
total pollution -18
-18 pollution generated
total profit 7.56k
7,560 profit
total workers 180/4
180 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

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 4.4k
4,400 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

30

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 -120
120 consumed
total energy -1,500
1,500 consumed
total profit 22.5k
22,500 profit
total workers 300/4
300 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

3

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 -1,500
1,500 consumed
total energy -15k
15k consumed consumed
total sulfur -15
15 consumed
total steel -150
150 consumed
total missiles 3
3 missiles generated
total expenses -11.16k
-11,160 running expenses
total workers 30/5
30 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -200
200 consumed
total energy -5,000
5,000 consumed
total shields 2
2 shields generated
total expenses -3.36k
-3,360 running expenses
total workers 20/2
20 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

3

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 -600
600 consumed
total energy -15k
15k consumed consumed
total sulfur -60
60 consumed
total steel -300
300 consumed
total expenses -7.32k
-7,320 running expenses
total workers 60/5
60 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

3

has enough area to operate
operational
total area -30
30 consumed

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

5

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

rock_yards

size

5
Requires:
area

20
Stores:
stone

100

1

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

water_tanks

size

5
Requires:
area

10
Stores:
water

100

4

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

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

13

has enough area to operate
operational
total area -130
130 consumed

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

5

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

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

8

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -80
80 consumed
total energy -80
80 consumed
total workers
400
$400 tax income
total workers 40/0
40 workers employed at level 0

Resources

total sulfur sulfur 80.97k/81.05k
total uranium uranium 14.15k/14.15k
total steel steel 45.6k/46.05k
total fish fish 1/50
total oil oil 50/50
total gas gas 0/50
total gold gold 8.15k/8.15k
total coal coal 8.15k/8.15k
total stone stone 0/150
total bread bread 41/4.05k
total wheat wheat 1.05k/1.05k
total grapes grapes 4.3k/4.3k
total wood wood 850/850
total beer beer 198/200
total wine wine 198/200
total food food 150/150
total produce produce 6/4.55k
total meat meat 4.1k/4.25k
total rice rice 500/550
total cows cows 5/1.6k
total lithium lithium 0/50
total sand sand 0/50
total glass glass 0/50
total water water 244/450
total salt salt 39/550
total missiles missiles 350/350
total shields shields 3.55k/3.55k