Drepaburg
This city is email-verified
Year Day Season Citizens Logs
Locity 14295 354 fall 150011
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
-3.073k/day 0/150.011k 0/108368 15528400 150020 $720.354G $1.829M $726.63k 274.85k/2.9M 99.371k/340k 341 0 24.879k 1.795k 28.238k

Job/tax levels

Level 0 1.0
39 citizens
68175 total jobs
0 available jobs
Level 1 1.0
258 citizens
9906 total jobs
0 available jobs
Level 2 1.0
357 citizens
6810 total jobs
0 available jobs
Level 3 1.0
410 citizens
8460 total jobs
0 available jobs
Level 4 0.0
25404 citizens
12237 total jobs
0 available jobs
Level 5 0.0
123543 citizens
2780 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

330

has enough workers to operate has enough money to operate
operational
total area 330k
330k area generated
total sprawl 330
330 sprawl generated
total profit 19.8k
19,800 profit
total workers 3300/0
3300 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

500

operational
total health 1,500
1,500 health generated
total area 5,000
5,000 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

500

operational
total health 500
500 health generated
total area 5,000
5,000 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

11

has enough area to operate
operational
total area -11
11 consumed
total housing 11
11 housing generated
total sprawl 11
11 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

300

has enough energy to operate has enough area to operate
operational
total area -30k
30k consumed consumed
total housing 150k
150k housing generated
total energy -150k
150k consumed consumed
total pollution 30k
30,000 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

10

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -100
-100 health generated
total area -50
50 consumed
total energy 20k
20k energy generated
total pollution 300
300 pollution generated
total profit 400
400 profit
total workers 50/0
50 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

100

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -500
500 consumed
total energy 60k
60k energy generated
total profit 17k
17,000 profit
total workers 1000/1
1000 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-150)

200

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 70k
70k energy generated
total profit 78k
78,000 profit
total workers 2000/2
2000 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

200

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,000
2,000 consumed
total energy 1M
1M energy generated
total profit 60k
60,000 profit
total workers 2000/3
2000 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000
water

10

250

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,500
2,500 consumed
total energy 250k
250k energy generated
total water 2,500
2,500 water generated
total profit 42.5k
42,500 profit
total workers 1250/2
1250 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

10

has enough workers to operate has enough area to operate has enough money to operate has enough uranium to operate
operational
total area -100
100 consumed
total energy 1.5M
1.5M energy generated
total uranium -10
10 consumed
total expenses -100k
-100,000 running expenses
total workers 100/4
100 workers employed at level 4

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

270

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,700
2,700 consumed
total pollution -27k
-27,000 pollution generated
total expenses -13.5k
-13,500 running expenses
total workers 2700/5
2700 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

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 -120k
120k consumed consumed
total profit 18k
18,000 profit
total workers 2000/0
2000 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

200

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,600
1,600 consumed
total energy -160k
160k consumed consumed
total profit 32k
32,000 profit
total workers 2000/1
2000 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

200

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 -160k
160k consumed consumed
total profit 66k
66,000 profit
total workers 2000/2
2000 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

300

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 -360k
360k consumed consumed
total profit 195k
195,000 profit
total workers 3000/3
3000 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

400

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 -320k
320k consumed consumed
total expenses -80k
-80,000 running expenses
total workers 4000/4
4000 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

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -250
250 consumed
total energy -19k
19k consumed consumed
total wood 50
50 wood generated
total expenses -500
-500 running expenses
total workers 100/1
100 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

200

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -1,000
-1,000 health generated
total area -5,000
5,000 consumed
total energy -380k
380k consumed consumed
total sulfur 200
200 sulfur generated
total uranium
total gold
total coal 200
200 coal generated
total pollution 2k
2,000 pollution generated
total profit 10k
10,000 profit
total workers 6000/0
6000 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

9

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 -450
450 consumed
total energy -45k
45k consumed consumed
total uranium 9
9 uranium generated
total pollution 450
450 pollution generated
total expenses -9k
-9,000 running expenses
total workers 180/4
180 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

120

has enough workers to operate has enough area to operate
operational
total area -120
120 consumed
total produce 120
120 produce generated
total workers
1.2k
$1,200 tax income
total workers 120/0
120 workers employed at level 0

wheat_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
wheat

1
Stores:
wheat

50

120

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 -12k
12k consumed consumed
total energy -1,200
1,200 consumed
total wheat 120
120 wheat generated
total water -600
600 consumed
total profit 4.8k
4,800 profit
total workers 600/0
600 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

70

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 -7,000
7,000 consumed
total energy -700
700 consumed
total produce 350
350 produce generated
total water -350
350 consumed
total profit 2.8k
2,800 profit
total workers 350/0
350 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

31

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 -3,100
3,100 consumed
total energy -310
310 consumed
total cows 31
31 cows generated
total water -310
310 consumed
total profit 1.24k
1,240 profit
total workers 155/0
155 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

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 grapes 20
20 grapes generated
total water -200
200 consumed
total profit 800
800 profit
total workers 100/0
100 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
0

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50

30

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -60
60 consumed
total energy -150
150 consumed
total meat 300
300 meat generated
total cows -30
30 consumed
total workers
2.4k
$2,400 tax income
total workers 60/2
60 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
0

breweries

size

4
Requires:
area

2
energy

10
water

1
wheat

1
lvl 2 workers

5
Produces:
beer

1
Stores:
beer

50
0

bars

size

2
Requires:
area

2
beer

1
energy

5
wine

1
lvl 1 workers

2
Produces:
crime

1
fun

10
0

civic

Civic buildings add other benefits citizens like — jobs, fun, etc.

parks

size

1
Requires:
area

10
money

5
Produces:
fun

3 (+1)
health

5 (+2)
pollution

-1

1,500

has enough area to operate has enough money to operate
operational
total health 10.5k
10.5k health generated
total area -15k
15k consumed consumed
total fun 6,000
6,000 fun generated
total pollution -1.5k
-1,500 pollution generated
total expenses -7.5k
7,500 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+2)
health

6 (+2)
pollution

-3

801

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 6,408
6,408 health generated
total area -40.05k
40.05k consumed consumed
total fun 8,010
8,010 fun generated
total pollution -2.403k
-2,403 pollution generated
total profit 72.09k
72,090 profit
total workers 4806/1
4806 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

410

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 3,280
3,280 health generated
total area -41k
41k consumed consumed
total fun 6,150
6,150 fun generated
total pollution -4.92k
-4,920 pollution generated
total profit 155.8k
155,800 profit
total workers 2460/3
2460 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

100

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 -20k
20k consumed consumed
total culture 100
100 culture generated
total profit 15k
15,000 profit
total workers 400/2
400 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

100

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 -10k
10k consumed consumed
total profit 2.8k
2,800 profit
total workers 300/0
300 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

100

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 -1,500
1,500 consumed
total energy -190k
190k consumed consumed
total steel 1,000
1,000 steel generated
total pollution 100
100 pollution generated
total profit 15k
15,000 profit
total workers 2000/0
2000 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

100

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 -80k
80k consumed consumed
total profit 39.5k
39,500 profit
total workers 2000/1
2000 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

200

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -600
-600 health generated
total area -20k
20k consumed consumed
total energy -300k
300k consumed consumed
total fun -2,000
-2,000 fun generated
total pollution 200
200 pollution generated
total profit 495k
495,000 profit
total workers 50000/0
50000 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

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 -30k
30k consumed consumed
total culture 100
100 culture generated
total fun 500
500 fun generated
total profit 9k
9,000 profit
total workers 1000/0
1000 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

100

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 -50k
50k consumed consumed
total fun 1,000
1,000 fun generated
total profit 10k
10,000 profit
total workers 2000/0
2000 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

319

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -638
638 consumed
total energy -3,190
3,190 consumed
total culture 1,595
1,595 culture generated
total fun 319
319 fun generated
total expenses -3.19k
-3,190 running expenses
total workers 957/4
957 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 55k
55,000 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 expenses -76k
-76,000 running expenses
total workers 2000/4
2000 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

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 1,000
1,000 health generated
total area -2,000
2,000 consumed
total energy -40k
40k consumed consumed
total profit 30k
30,000 profit
total workers 1000/2
1000 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

500

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 7,500
7,500 health generated
total area -2,000
2,000 consumed
total energy -25k
25k consumed consumed
total expenses -25k
-25,000 running expenses
total workers 5000/4
5000 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

10

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 -25k
25k consumed consumed
total shields 10
10 shields generated
total expenses -16k
-16,000 running expenses
total workers 100/2
100 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

4

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 -800
800 consumed
total energy -20k
20k consumed consumed
total sulfur -80
80 consumed
total steel -400
400 consumed
total expenses -20k
-20,000 running expenses
total workers 80/5
80 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

50

has enough area to operate
operational
total area -500
500 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

10

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

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

40

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -400
400 consumed
total energy -400
400 consumed
total workers
2k
$2,000 tax income
total workers 200/0
200 workers employed at level 0

Resources

total sulfur sulfur 199.97k/200.05k
total uranium uranium 29.04k/29.05k
total steel steel 99.65k/100.05k
total fish fish 1/50
total oil oil 1/50
total gas gas 1/50
total gold gold 20.05k/20.05k
total coal coal 20.05k/20.05k
total stone stone 1/50
total bread bread 20.05k/20.05k
total wheat wheat 7.05k/7.05k
total grapes grapes 21.05k/21.05k
total wood wood 5.05k/5.05k
total beer beer 50/50
total wine wine 1/50
total food food 1/50
total produce produce 24.75k/24.75k
total meat meat 21.25k/21.55k
total rice rice 1/1.05k
total cows cows 2.57k/2.6k
total lithium lithium 1/50
total sand sand 1/50
total glass glass 1/50
total water water 3.59k/5.05k
total salt salt 1/50
total missiles missiles 50/50
total shields shields 6.55k/6.55k