Doomville
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Year Day Season Citizens Logs
Lucain 11878 84 winter 257000
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
-12.87k/day 0/257k 0/247267 12658400 257000 $1.128T $11.807M $2.143M 170.75k/6.292M 13.208k/592.25k 650 0 62.93k 6.45k 78.845k

Job/tax levels

Level 0 1.0
0 citizens
129675 total jobs
0 available jobs
Level 1 1.0
0 citizens
32960 total jobs
0 available jobs
Level 2 1.0
0 citizens
24082 total jobs
0 available jobs
Level 3 1.0
0 citizens
21600 total jobs
0 available jobs
Level 4 1.0
669 citizens
33150 total jobs
0 available jobs
Level 5 1.0
256331 citizens
5800 total jobs
0 available jobs

Sanctions

VerifiedAlt1 is sanctioning this city

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

550

has enough workers to operate has enough money to operate
operational
total area 550k
550k area generated
total sprawl 550
550 sprawl generated
total profit 33k
33,000 profit
total workers 5500/0
5500 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

2,500

operational
total health 7,500
7,500 health generated
total area 25k
25k area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

1,725

operational
total health 1,725
1,725 health generated
total area 17.25k
17.25k 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

100

has enough area to operate
operational
total area -100
100 consumed
total housing 100
100 housing generated
total sprawl 100
100 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

134

has enough energy to operate has enough area to operate
operational
total area -2,680
2,680 consumed
total housing 13.4k
13.4k housing generated
total energy -20.1k
20.1k consumed consumed
total pollution 6.7k
6,700 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

487

has enough energy to operate has enough area to operate
operational
total area -48.7k
48.7k consumed consumed
total housing 243.5k
243.5k housing generated
total energy -243.5k
243.5k consumed consumed
total pollution 48.7k
48,700 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

70

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -700
-700 health generated
total area -350
350 consumed
total energy 210k
210k energy generated
total pollution 2.1k
2,100 pollution generated
total profit 2.8k
2,800 profit
total workers 350/0
350 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

20

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -100
-100 health generated
total area -300
300 consumed
total energy 40k
40k energy generated
total pollution 300
300 pollution generated
total profit 1.6k
1,600 profit
total workers 100/1
100 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

880

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -4,400
4,400 consumed
total energy 528k
528k energy generated
total profit 149.6k
149,600 profit
total workers 8800/1
8800 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-150)

680

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -3,400
3,400 consumed
total energy 238k
238k energy generated
total profit 265.2k
265,200 profit
total workers 6800/2
6800 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

940

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -9,400
9,400 consumed
total energy 4.7M
4.7M energy generated
total profit 282k
282,000 profit
total workers 9400/3
9400 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+200)
water

10

480

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -4,800
4,800 consumed
total energy 576k
576k energy generated
total water 4,800
4,800 water generated
total profit 81.6k
81,600 profit
total workers 2400/2
2400 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

530

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -5,300
5,300 consumed
total pollution -53k
-53,000 pollution generated
total profit 1.67M
1,669,500 profit
total workers 5300/5
5300 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

460

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,300
2,300 consumed
total energy -276k
276k consumed consumed
total profit 41.4k
41,400 profit
total workers 4600/0
4600 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

400

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -3,200
3,200 consumed
total energy -320k
320k consumed consumed
total profit 64k
64,000 profit
total workers 4000/1
4000 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

400

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -4,000
4,000 consumed
total energy -320k
320k consumed consumed
total profit 132k
132,000 profit
total workers 4000/2
4000 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

400

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -8,000
8,000 consumed
total energy -480k
480k consumed consumed
total profit 260k
260,000 profit
total workers 4000/3
4000 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

810

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -24.3k
24.3k consumed consumed
total energy -648k
648k consumed consumed
total profit 1.13M
1,134,000 profit
total workers 8100/4
8100 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

501

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -2,505
-2,505 health generated
total area -12.525k
12.525k consumed consumed
total energy -951.9k
951.9k consumed consumed
total sulfur 501
501 sulfur generated
total uranium
total gold
total coal 501
501 coal generated
total pollution 5.01k
5,010 pollution generated
total profit 25.05k
25,050 profit
total workers 15030/0
15030 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

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -250
-250 health generated
total area -250
250 consumed
total energy -25k
25k consumed consumed
total uranium 5
5 uranium generated
total pollution 250
250 pollution generated
total profit 11k
11,000 profit
total workers 100/4
100 workers employed at level 4

quarries

size

5
Requires:
area

100
energy

500
money

1000
lvl 4 workers

20
Produces:
stone

1
Stores:
stone

100

120

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -12k
12k consumed consumed
total energy -60k
60k consumed consumed
total stone 120
120 stone generated
total profit 264k
264,000 profit
total workers 2400/4
2400 workers employed at level 4

reservoirs

size

10
Requires:
area

500
energy

100
money

100
lvl 1 workers

5
Produces:
water

100
Stores:
water

1000

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -5,000
5,000 consumed
total energy -1,000
1,000 consumed
total water 1,000
1,000 water generated
total profit 0
0 profit
total workers 50/1
50 workers employed at level 1

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10

300

has enough workers to operate has enough area to operate
operational
total area -300
300 consumed
total produce 300
300 produce generated
total workers
3k
$3,000 tax income
total workers 300/0
300 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

80

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 -8,000
8,000 consumed
total energy -800
800 consumed
total rice 80
80 rice generated
total water -400
400 consumed
total profit 3.2k
3,200 profit
total workers 400/0
400 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

80

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 -8,000
8,000 consumed
total energy -800
800 consumed
total produce 400
400 produce generated
total water -400
400 consumed
total profit 3.2k
3,200 profit
total workers 400/0
400 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

50

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 -5,000
5,000 consumed
total energy -500
500 consumed
total cows 50
50 cows generated
total water -500
500 consumed
total profit 2k
2,000 profit
total workers 250/0
250 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

40

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 -4,000
4,000 consumed
total energy -400
400 consumed
total grapes 40
40 grapes generated
total water -400
400 consumed
total profit 1.6k
1,600 profit
total workers 200/0
200 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

100

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 500
500 health generated
total area -500
500 consumed
total food 5,000
5,000 food generated
total produce -500
500 consumed
total workers
20k
$20,000 tax income
total workers 500/2
500 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

36

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -72
72 consumed
total energy -180
180 consumed
total meat 360
360 meat generated
total cows -36
36 consumed
total workers
2.88k
$2,880 tax income
total workers 72/2
72 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

30

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 -60
60 consumed
total energy -300
300 consumed
total grapes -30
30 consumed
total wine 30
30 wine generated
total water -30
30 consumed
total workers
6k
$6,000 tax income
total workers 150/2
150 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
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

4,200

has enough area to operate has enough money to operate
operational
total health 29.4k
29.4k health generated
total area -42k
42k consumed consumed
total fun 8,400
8,400 fun generated
total pollution -4.2k
-4,200 pollution generated
total expenses -21k
21,000 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (-1)
health

6 (+2)
pollution

-3

2,100

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 16.8k
16.8k health generated
total area -105k
105k consumed consumed
total fun 14.7k
14.7k fun generated
total pollution -6.3k
-6,300 pollution generated
total profit 189k
189,000 profit
total workers 12600/1
12600 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

1,000

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 7,000
7,000 health generated
total area -100k
100k consumed consumed
total fun 8,000
8,000 fun generated
total pollution -12k
-12,000 pollution generated
total profit 380k
380,000 profit
total workers 6000/3
6000 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

900

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,800
1,800 consumed
total energy -180k
180k consumed consumed
total culture 900
900 culture generated
total profit 135k
135,000 profit
total workers 3600/2
3600 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

95

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -190
190 consumed
total energy -9,500
9,500 consumed
total profit 2.66k
2,660 profit
total workers 285/0
285 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

280

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -840
-840 health generated
total area -4,200
4,200 consumed
total energy -532k
532k consumed consumed
total steel 2,800
2,800 steel generated
total pollution 280
280 pollution generated
total profit 42k
42,000 profit
total workers 5600/0
5600 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

370

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -740
740 consumed
total energy -296k
296k consumed consumed
total profit 146.15k
146,150 profit
total workers 7400/1
7400 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

320

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -960
-960 health generated
total area -32k
32k consumed consumed
total energy -480k
480k consumed consumed
total fun -3,200
-3,200 fun generated
total pollution 320
320 pollution generated
total profit 792k
792,000 profit
total workers 80000/0
80000 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

550

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,750
2,750 consumed
total energy -165k
165k consumed consumed
total culture 550
550 culture generated
total fun 2,750
2,750 fun generated
total profit 49.5k
49,500 profit
total workers 5500/0
5500 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

560

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -22.4k
22.4k consumed consumed
total energy -280k
280k consumed consumed
total fun 5,600
5,600 fun generated
total profit 56k
56,000 profit
total workers 11200/0
11200 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

1,000

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,000
2,000 consumed
total energy -10k
10k consumed consumed
total culture 5,000
5,000 culture generated
total fun 1,000
1,000 fun generated
total profit 470k
470,000 profit
total workers 3000/4
3000 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

220

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -15.4k
15.4k consumed consumed
total energy -55k
55k consumed consumed
total fun 1,980
1,980 fun generated
total pollution -220
-220 pollution generated
total profit 121k
121,000 profit
total workers 2200/3
2200 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

810

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -48.6k
48.6k consumed consumed
total energy -364.5k
364.5k consumed consumed
total fun 16.2k
16.2k fun generated
total pollution -810
-810 pollution generated
total profit 988.2k
988,200 profit
total workers 8100/4
8100 workers employed at level 4

travel

Travel buildings increase your city's desirability.

ski_resorts

size

3
Requires:
area

50
energy

400
money

1000
lvl 2 workers

25
Produces:
fun

50
health

10

150

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 1,500
1,500 health generated
total area -7,500
7,500 consumed
total energy -60k
60k consumed consumed
total fun 7,500
7,500 fun generated
total profit 0
0 profit
total workers 3750/2
3750 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

260

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 2,600
2,600 health generated
total area -5,200
5,200 consumed
total energy -104k
104k consumed consumed
total profit 78k
78,000 profit
total workers 2600/2
2600 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

1,145

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 17.175k
17.175k health generated
total area -4,580
4,580 consumed
total energy -57.25k
57.25k consumed consumed
total profit 1.77M
1,774,750 profit
total workers 11450/4
11450 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

21

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,100
2,100 consumed
total energy -52.5k
52.5k consumed consumed
total shields 21
21 shields generated
total expenses -33.6k
-33,600 running expenses
total workers 210/2
210 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

25

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 -5,000
5,000 consumed
total energy -125k
125k consumed consumed
total sulfur -500
500 consumed
total steel -2,500
2,500 consumed
total profit 35k
35,000 profit
total workers 500/5
500 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

5

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

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

5

has enough area to operate
operational
total area -25
25 consumed

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

5

has enough area to operate
operational
total area -25
25 consumed

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

5

has enough area to operate
operational
total area -100
100 consumed

water_tanks

size

5
Requires:
area

10
Stores:
water

100

15

has enough area to operate
operational
total area -150
150 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

5

has enough area to operate
operational
total area -50
50 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

12

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -120
120 consumed
total energy -120
120 consumed
total workers
600
$600 tax income
total workers 60/0
60 workers employed at level 0

Resources

total sulfur sulfur 116.78k/501.05k
total uranium uranium 55.15k/55.15k
total steel steel 277.55k/280.05k
total fish fish 5.05k/5.05k
total oil oil 41/50
total gas gas 25/50
total gold gold 50.15k/50.15k
total coal coal 50.15k/50.15k
total stone stone 12.55k/12.55k
total bread bread 6.05k/6.05k
total wheat wheat 1/550
total grapes grapes 8.02k/8.05k
total wood wood 1.05k/1.05k
total beer beer 50/50
total wine wine 1.55k/1.55k
total food food 4.79k/5.05k
total produce produce 12.55k/13.05k
total meat meat 7.85k/7.85k
total rice rice 4.55k/4.55k
total cows cows 3.01k/3.05k
total lithium lithium 1/5.05k
total sand sand 1/50
total glass glass 1/50
total water water 9.82k/11.55k
total salt salt 45/550
total missiles missiles 50/50
total shields shields 30.3k/30.3k