Drewsalem Year Day Season Citizens Logs
dapal 10584 151 spring 420
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
416/day 0/420 0/278 0 0 $123.99M $2.816k $1.447k 8.116k/16.4k 1.314k/1.66k 162 0 24 2 -1

Job/tax levels

Level 0 0.4
0 citizens
148 total jobs
0 available jobs
Level 1 0.28
0 citizens
60 total jobs
0 available jobs
Level 2 0.28
2 citizens
40 total jobs
0 available jobs
Level 3 0.4
0 citizens
20 total jobs
0 available jobs
Level 4 0.5
418 citizens
10 total jobs
0 available jobs
Level 5 0.5
0 citizens
0 total jobs
0 available jobs

Sanctions

Combat

transit

Build transit to add area to your city. Area is required to build most other buildings.

roads

size

1
Produces:
area

25
health

-1
pollution per pop

0.01
sprawl

10

2

operational
total health -2
-2 health generated
total area 50
50 area generated
total sprawl 20
20 sprawl generated
total pollution 8
1 pollution generated per building per 100 citizens

highways

size

2
Produces:
area

50
health

-4 (+1)
pollution per pop

0.02
sprawl

20

2

operational
total health -6
-6 health generated
total area 100
100 area generated
total sprawl 40
40 sprawl generated
total pollution 17
2 pollution generated per building per 100 citizens

airports

size

3
Requires:
energy

150
lvl 0 workers

10
Produces:
area

100
health

-2
pollution per pop

0.03

2

has enough workers to operate has enough energy to operate
operational
total health -4
-4 health generated
total area 200
200 area generated
total energy -300
300 consumed
total pollution 25
3 pollution generated per building per 100 citizens
total workers
80
$80 tax income
total workers 20/0
20 workers employed at level 0

bus_lines

size

1
Requires:
money

30
lvl 0 workers

10
Produces:
area

50
health

-2
sprawl

3

5

has enough workers to operate has enough money to operate
operational
total health -10
-10 health generated
total area 250
250 area generated
total sprawl 15
15 sprawl generated
total profit 50
50 profit
total workers 50/0
50 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

1

has enough workers to operate has enough money to operate
operational
total area 1,000
1,000 area generated
total sprawl 1
1 sprawl generated
total profit 0
0 profit
total workers 10/0
10 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

3

operational
total health 9
9 health generated
total area 30
30 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

3

operational
total health 3
3 health generated
total area 30
30 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

12

has enough area to operate
operational
total area -12
12 consumed
total housing 12
12 housing generated
total sprawl 12
12 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

10

has enough energy to operate has enough area to operate
operational
total area -10
10 consumed
total housing 20
20 housing generated
total energy -120
120 consumed
total sprawl 50
50 sprawl generated
total pollution 20
20 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

8

has enough energy to operate has enough area to operate
operational
total area -8
8 consumed
total housing 48
48 housing generated
total energy -144
144 consumed
total sprawl 24
24 sprawl generated
total pollution 40
40 pollution generated

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1
0

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

8

has enough energy to operate has enough area to operate
operational
total area -80
80 consumed
total housing 160
160 housing generated
total energy -720
720 consumed
total pollution 120
120 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

4

has enough energy to operate has enough area to operate
operational
total area -20
20 consumed
total housing 80
80 housing generated
total energy -200
200 consumed
total pollution 48
48 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

1

has enough energy to operate has enough area to operate
operational
total area -20
20 consumed
total housing 100
100 housing generated
total energy -150
150 consumed
total pollution 50
50 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100
0

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

3

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -30
-30 health generated
total area -15
15 consumed
total energy 9,000
9,000 energy generated
total pollution 90
90 pollution generated
total profit 30
30 profit
total workers 15/0
15 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

3

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -15
15 consumed
total energy 1,800
1,800 energy generated
total profit 78
78 profit
total workers 30/1
30 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+100)

1

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -5
5 consumed
total energy 600
600 energy generated
total profit 102
102 profit
total workers 10/2
10 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

1

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -10
10 consumed
total energy 5,000
5,000 energy generated
total expenses -180
-180 running expenses
total workers 10/3
10 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+950)
water

10
0

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
0

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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -5
5 consumed
total energy -600
600 consumed
total profit 30
30 profit
total workers 10/0
10 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -8
8 consumed
total energy -800
800 consumed
total profit 16
16 profit
total workers 10/1
10 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -20
20 consumed
total energy -1,600
1,600 consumed
total profit 84
84 profit
total workers 20/2
20 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -20
20 consumed
total energy -1,200
1,200 consumed
total profit 170
170 profit
total workers 10/3
10 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
0

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
0

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
0

uranium_mines

size

3
Requires:
area

50
energy

5000
money

1000
lvl 4 workers

20
Produces:
health

-50
pollution

50
uranium

1
Stores:
uranium

1000
0

quarries

size

5
Requires:
area

100
energy

500
money

1000
lvl 4 workers

20
Produces:
stone

1
Stores:
stone

100
0

reservoirs

size

10
Requires:
area

500
energy

100
money

100
lvl 1 workers

5
Produces:
water

100
Stores:
water

1000
0

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10
0

rice_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
rice

1
Stores:
rice

50
0

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50
0

livestock_farms

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
cows

1
Stores:
cows

50
0

vineyards

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
grapes

1
Stores:
grapes

50
0

food

Food buildings allow you to distribute food to your citizens.

sushi_restaurants

size

2
Requires:
area

2
energy

50
fish

1
money

10
rice

1
water

1
lvl 3 workers

5
Produces:
culture

1
food

10
Stores:
food

25
0

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50
0

grocery_stores

size

5
Requires:
area

5
bread

5
energy

10
fish

1
meat

1
money

100
produce

1
rice

5
water

1
lvl 1 workers

15
Produces:
food

100
Stores:
food

1000
0

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50
0

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50
0

bakeries

size

2
Requires:
area

5
energy

10
money

10
salt

1
water

5
wheat

5
lvl 1 workers

5
Produces:
bread

1
Stores:
bread

50
0

wineries

size

4
Requires:
area

2
energy

10
grapes

1
water

1
lvl 2 workers

5
Produces:
wine

1
Stores:
wine

50
0

breweries

size

4
Requires:
area

2
energy

10
water

1
wheat

1
lvl 2 workers

5
Produces:
beer

1
Stores:
beer

50
0

bars

size

2
Requires:
area

2
beer

1
energy

5
wine

1
lvl 1 workers

2
Produces:
crime

1
fun

10
0

civic

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

parks

size

1
Requires:
area

10
money

5
Produces:
fun

3 (-1)
health

5 (+2)
pollution

-1

2

has enough area to operate has enough money to operate
operational
total health 14
14 health generated
total area -20
20 consumed
total fun 4
4 fun generated
total pollution -2
-2 pollution generated
total expenses -10
10 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (-1)
health

6 (+2)
pollution

-3
0

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (-2)
health

5 (+2)
pollution

-12
0

libraries

size

1
Requires:
area

2
energy

200
money

10
lvl 2 workers

4
Produces:
culture

1
education

random drop
0

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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2
2 consumed
total energy -100
100 consumed
total profit 10
10 profit
total workers 3/0
3 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
0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2
2 consumed
total energy -800
800 consumed
total profit 107
107 profit
total workers 20/1
20 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
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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -10
10 consumed
total energy -600
600 consumed
total culture 2
2 culture generated
total fun 10
10 fun generated
total profit 60
60 profit
total workers 20/0
20 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -40
40 consumed
total energy -500
500 consumed
total fun 10
10 fun generated
total expenses -20
-20 running expenses
total workers 20/0
20 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
0

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1
0

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
0

health

Health buildings increase the health of your citizens, and make them less likely to die

hospitals

size

6
Requires:
area

20
energy

400
money

100
lvl 2 workers

10
Produces:
health

10

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 -20
20 consumed
total energy -400
400 consumed
total profit 12
12 profit
total workers 10/2
10 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 15
15 health generated
total area -4
4 consumed
total energy -50
50 consumed
total profit 750
750 profit
total workers 10/4
10 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
0

missile_defense_arrays

size

1
Requires:
area

200
energy

5000
money

5000
steel

100
sulfur

20
lvl 5 workers

20
Stores:
shields

1000
0

storage

Storage buildings let you store more of certain resources.

wood_warehouses

size

5
Requires:
area

10
Stores:
wood

100
0

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000
0

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000
0

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100
0

rock_yards

size

5
Requires:
area

20
Stores:
stone

100
0

water_tanks

size

5
Requires:
area

10
Stores:
water

100
0

cow_pens

size

5
Requires:
area

10
Stores:
cows

100
0

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100
0

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500
0

Resources

total sulfur sulfur 0/50
total uranium uranium 0/50
total steel steel 0/50
total fish fish 0/50
total oil oil 0/50
total gas gas 0/50
total gold gold 0/50
total coal coal 0/50
total stone stone 0/50
total bread bread 0/50
total wheat wheat 0/50
total grapes grapes 0/50
total wood wood 0/50
total beer beer 0/50
total wine wine 0/50
total food food 0/50
total produce produce 0/50
total meat meat 0/50
total rice rice 0/50
total cows cows 0/50
total lithium lithium 0/50
total sand sand 0/50
total glass glass 0/50
total water water 0/50
total salt salt 0/50
total missiles missiles 0/50
total shields shields 0/50