Dopamine
This city is email-verified
Year Day Season Citizens Logs
Dopamine 7553 55 winter 118530
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
-1.819k/day 0/118.53k 0/64841 10135720 118540 $30.051G $2.955M $456.332k 1.08k/1.4M 5.57k/177k 205 2 25.63k 1.41k 17.227k

Job/tax levels

Level 0 1.0
936 citizens
31643 total jobs
0 available jobs
Level 1 0.95
771 citizens
10009 total jobs
0 available jobs
Level 2 0.95
1565 citizens
6579 total jobs
0 available jobs
Level 3 0.91
547 citizens
6520 total jobs
0 available jobs
Level 4 0.9
57568 citizens
8170 total jobs
0 available jobs
Level 5 0.89
57143 citizens
1920 total jobs
0 available jobs

Sanctions

New Oneida is sanctioning this city
boboville 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
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

175

has enough workers to operate has enough money to operate
operational
total area 175k
175k area generated
total sprawl 175
175 sprawl generated
total profit 10.5k
10,500 profit
total workers 1750/0
1750 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

100

operational
total health 200
200 health generated
total area 1,000
1,000 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

100

operational
total health 100
100 health generated
total area 1,000
1,000 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

30

has enough area to operate
operational
total area -30
30 consumed
total housing 30
30 housing generated
total sprawl 30
30 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

10

has enough energy to operate has enough area to operate
operational
total area -200
200 consumed
total housing 1,000
1,000 housing generated
total energy -1,500
1,500 consumed
total pollution 500
500 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

235

has enough energy to operate has enough area to operate
operational
total area -23.5k
23.5k consumed consumed
total housing 117.5k
117.5k housing generated
total energy -117.5k
117.5k consumed consumed
total pollution 23.5k
23,500 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
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 (+180)

350

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,750
1,750 consumed
total energy 273k
273k energy generated
total profit 56k
56,000 profit
total workers 3500/1
3500 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-80)

350

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,750
1,750 consumed
total energy 147k
147k energy generated
total profit 129.5k
129,500 profit
total workers 3500/2
3500 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

150

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,500
1,500 consumed
total energy 750k
750k energy generated
total profit 34.2k
34,200 profit
total workers 1500/3
1500 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (-200)
water

10

100

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,000
1,000 consumed
total energy 80k
80k energy generated
total water 1,000
1,000 water generated
total profit 16k
16,000 profit
total workers 500/2
500 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

1

has enough workers to operate has enough area to operate has enough money to operate has enough uranium to operate
operational
total area -10
10 consumed
total energy 150k
150k energy generated
total uranium -1
1 consumed
total expenses -8.56k
-8,560 running expenses
total workers 10/4
10 workers employed at level 4

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

185

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,850
1,850 consumed
total pollution -18.5k
-18,500 pollution generated
total profit 517.63k
517,630 profit
total workers 1850/5
1850 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

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -500
500 consumed
total energy -60k
60k consumed consumed
total profit 9k
9,000 profit
total workers 1000/0
1000 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

110

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -880
880 consumed
total energy -88k
88k consumed consumed
total profit 16.5k
16,500 profit
total workers 1100/1
1100 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

110

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,100
1,100 consumed
total energy -88k
88k consumed consumed
total profit 34.1k
34,100 profit
total workers 1100/2
1100 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

157

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -3,140
3,140 consumed
total energy -188.4k
188.4k consumed consumed
total profit 90.75k
90,746 profit
total workers 1570/3
1570 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

200

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -6,000
6,000 consumed
total energy -160k
160k consumed consumed
total profit 248k
248,000 profit
total workers 2000/4
2000 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

20

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -100
-100 health generated
total area -500
500 consumed
total energy -38k
38k consumed consumed
total sulfur 20
20 sulfur generated
total uranium
total gold
total coal 20
20 coal generated
total pollution 200
200 pollution generated
total profit 1k
1,000 profit
total workers 600/0
600 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -50
-50 health generated
total area -50
50 consumed
total energy -5,000
5,000 consumed
total uranium 1
1 uranium generated
total pollution 50
50 pollution generated
total profit 1.88k
1,880 profit
total workers 20/4
20 workers employed at level 4

salt_farms

size

5
Requires:
area

250
energy

500
money

1000
lvl 2 workers

10
Produces:
salt

1
Stores:
salt

100

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,500
2,500 consumed
total energy -5,000
5,000 consumed
total salt 10
10 salt generated
total expenses -6.2k
-6,200 running expenses
total workers 100/2
100 workers employed at level 2

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -15
15 consumed
total energy -30
30 consumed
total fish 15
15 fish generated
total profit 390
390 profit
total workers 30/2
30 workers employed at level 2

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

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -500
500 consumed
total energy -5,000
5,000 consumed
total water 5
5 water generated
total salt 5
5 salt generated
total profit 760
760 profit
total workers 40/4
40 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

40

has enough workers to operate has enough area to operate
operational
total area -40
40 consumed
total produce 40
40 produce generated
total workers
400
$400 tax income
total workers 40/0
40 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

20

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 -2,000
2,000 consumed
total energy -200
200 consumed
total produce 100
100 produce generated
total water -100
100 consumed
total profit 800
800 profit
total workers 100/0
100 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

2

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 -200
200 consumed
total energy -20
20 consumed
total cows 2
2 cows generated
total water -20
20 consumed
total profit 80
80 profit
total workers 10/0
10 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

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough rice to operate has enough water to operate
operational
total area -20
20 consumed
total energy -500
500 consumed
total culture 10
10 culture generated
total fish -10
10 consumed
total food 100
100 food generated
total rice -10
10 consumed
total water -10
10 consumed
total profit 3.54k
3,540 profit
total workers 50/3
50 workers employed at level 3

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

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 requires bread to operate
needs bread to operate
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 85
85 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

6

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough rice to operate has enough meat to operate has enough water to operate requires bread to operate has enough produce to operate
needs bread to operate

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

22

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 110
110 health generated
total area -110
110 consumed
total food 1,100
1,100 food generated
total produce -110
110 consumed
total workers
4.18k
$4,180 tax income
total workers 110/2
110 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -4
4 consumed
total energy -10
10 consumed
total meat 20
20 meat generated
total cows -2
2 consumed
total workers
152
$152 tax income
total workers 4/2
4 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

20

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 requires wheat to operate has enough salt to operate
needs wheat to operate

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
570
$570 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

1

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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough water to operate requires wheat to operate
needs wheat to operate
total area -2
2 consumed
total energy -10
10 consumed
total wheat -1
1 consumed
total beer 1
1 beer generated
total water -1
1 consumed
total workers
190
$190 tax income
total workers 5/2
5 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
76
$76 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 (+2)
health

5 (+1)
pollution

-1

500

has enough area to operate has enough money to operate
operational
total health 3,000
3,000 health generated
total area -5,000
5,000 consumed
total fun 2,500
2,500 fun generated
total pollution -500
-500 pollution generated
total expenses -2.5k
2,500 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+6)
health

6 (+3)
pollution

-3

700

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 6,300
6,300 health generated
total area -35k
35k consumed consumed
total fun 9,800
9,800 fun generated
total pollution -2.1k
-2,100 pollution generated
total profit 58.8k
58,800 profit
total workers 4200/1
4200 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

400

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 2,400
2,400 health generated
total area -40k
40k consumed consumed
total fun 6,000
6,000 fun generated
total pollution -4.8k
-4,800 pollution generated
total profit 134.72k
134,720 profit
total workers 2400/3
2400 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

200

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -400
400 consumed
total energy -40k
40k consumed consumed
total culture 200
200 culture generated
total profit 28.4k
28,400 profit
total workers 800/2
800 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

51

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -102
102 consumed
total energy -5,100
5,100 consumed
total profit 1.43k
1,428 profit
total workers 153/0
153 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

47

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -141
-141 health generated
total area -705
705 consumed
total energy -89.3k
89.3k consumed consumed
total steel 470
470 steel generated
total pollution 47
47 pollution generated
total profit 7.05k
7,050 profit
total workers 940/0
940 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

60

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -120
120 consumed
total energy -48k
48k consumed consumed
total profit 22.5k
22,500 profit
total workers 1200/1
1200 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

84

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

16

has enough workers to operate requires energy to operate has enough area to operate has enough money to operate
needs energy to operate
total health -252
-252 health generated
total area -8,400
8,400 consumed
total energy -126k
126k consumed consumed
total fun -840
-840 fun generated
total pollution 84
84 pollution generated
total profit 207.9k
207,900 profit
total workers 21000/0
21000 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

200

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,000
1,000 consumed
total energy -60k
60k consumed consumed
total culture 200
200 culture generated
total fun 1,000
1,000 fun generated
total profit 18k
18,000 profit
total workers 2000/0
2000 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

200

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 -100k
100k consumed consumed
total fun 2,000
2,000 fun generated
total profit 20k
20,000 profit
total workers 4000/0
4000 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

200

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -400
400 consumed
total energy -2,000
2,000 consumed
total culture 1,000
1,000 culture generated
total fun 200
200 fun generated
total profit 84.4k
84,400 profit
total workers 600/4
600 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -7,000
7,000 consumed
total energy -25k
25k consumed consumed
total fun 900
900 fun generated
total pollution -100
-100 pollution generated
total profit 47.8k
47,800 profit
total workers 1000/3
1000 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

200

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 -90k
90k consumed consumed
total fun 4,000
4,000 fun generated
total pollution -200
-200 pollution generated
total profit 212k
212,000 profit
total workers 2000/4
2000 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 10
10 health generated
total area -30
30 consumed
total energy -200
200 consumed
total fun 50
50 fun generated
total expenses -310
-310 running expenses
total workers 5/2
5 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

40

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 400
400 health generated
total area -800
800 consumed
total energy -16k
16k consumed consumed
total profit 11.2k
11,200 profit
total workers 400/2
400 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

350

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 5,250
5,250 health generated
total area -1,400
1,400 consumed
total energy -17.5k
17.5k consumed consumed
total profit 486.5k
486,500 profit
total workers 3500/4
3500 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

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 -2.15k
-2,152 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 -1.62k
-1,620 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

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 profit 2.09k
2,088 profit
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

1

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

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

10

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

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
0

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

10

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

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

25

has enough area to operate
operational
total area -250
250 consumed

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

10

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -100
100 consumed
total energy -100
100 consumed
total workers
500
$500 tax income
total workers 50/0
50 workers employed at level 0

Resources

total sulfur sulfur 16.98k/20.05k
total uranium uranium 3.05k/3.05k
total steel steel 46.7k/47.05k
total fish fish 10.34k/10.35k
total oil oil 1/50
total gas gas 50/50
total gold gold 2.05k/2.05k
total coal coal 2.05k/2.05k
total stone stone 1/50
total bread bread 1/5.05k
total wheat wheat 1/2.55k
total grapes grapes 1/5.05k
total wood wood 50/150
total beer beer 148/100
total wine wine 185/200
total food food 4.38k/1.45k
total produce produce 6.34k/6.45k
total meat meat 5.14k/5.15k
total rice rice 2.4k/2.55k
total cows cows 2/1.15k
total lithium lithium 1/50
total sand sand 1/50
total glass glass 1/50
total water water 1.6k/1.8k
total salt salt 1.79k/1.8k
total missiles missiles 51/150
total shields shields 300/3.3k