Egok
This city is email-verified
Year Day Season Citizens Logs
Egotistical 11495 341 fall 41212
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
-1.906k/day 1.303k/42.515k 203/41415 288700 41220 $151.017G $2.054M $288k 96.2k/947.76k 10.269k/92.5k 105 0 13.628k 1.314k 10.664k

Job/tax levels

Level 0 1.0
58 citizens
22606 total jobs
167 available jobs
Level 1 1.0
0 citizens
4914 total jobs
0 available jobs
Level 2 1.0
20 citizens
3290 total jobs
20 available jobs
Level 3 1.0
0 citizens
2842 total jobs
0 available jobs
Level 4 1.0
0 citizens
6923 total jobs
16 available jobs
Level 5 1.0
41134 citizens
840 total jobs
0 available jobs

Sanctions

Combat

transit

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

roads

size

1
Produces:
area

25
health

-1
pollution per pop

0.01
sprawl

10
0

highways

size

2
Produces:
area

50
health

-4
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

90

has enough workers to operate has enough money to operate
operational
total area 90k
90k area generated
total sprawl 90
90 sprawl generated
total profit 5.4k
5,400 profit
total workers 900/0
900 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

130

operational
total health 260
260 health generated
total area 1,300
1,300 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

120

operational
total health 120
120 health generated
total area 1,200
1,200 area generated

gas_stations

size

1
Requires:
area

2
energy

10
money

10
oil

1
lvl 0 workers

5
Produces:
gas

10
pollution

1
Stores:
gas

100
0

housing

Housing is required to retain citizens — otherwise, they'll die. Housing requires energy and area; if you run out of energy, you might run out of housing rather quickly!

huts

size

1
Requires:
area

1
Produces:
housing

1
sprawl

1

15

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

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5
0

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3
0

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1
0

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15
0

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12
0

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50
0

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

85

has enough energy to operate has enough area to operate
operational
total area -8,500
8,500 consumed
total housing 42.5k
42.5k housing generated
total energy -42.5k
42.5k consumed consumed
total pollution 8.5k
8,500 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

30

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -300
-300 health generated
total area -150
150 consumed
total energy 60k
60k energy generated
total pollution 900
900 pollution generated
total profit 1.2k
1,200 profit
total workers 150/0
150 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 (+180)

132

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -660
660 consumed
total energy 102.96k
102.96k energy generated
total profit 22.44k
22,440 profit
total workers 1320/1
1320 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+100)

98

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -490
490 consumed
total energy 58.8k
58.8k energy generated
total profit 38.22k
38,220 profit
total workers 980/2
980 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

102

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,020
1,020 consumed
total energy 510k
510k energy generated
total profit 30.6k
30,600 profit
total workers 1020/3
1020 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000
water

10

66

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -660
660 consumed
total energy 66k
66k energy generated
total water 660
660 water generated
total profit 11.22k
11,220 profit
total workers 330/2
330 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 -8.4k
-8,400 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

84

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -840
840 consumed
total pollution -8.4k
-8,400 pollution generated
total profit 264.6k
264,600 profit
total workers 840/5
840 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

63

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -315
315 consumed
total energy -37.8k
37.8k consumed consumed
total profit 5.67k
5,670 profit
total workers 630/0
630 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

71

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -568
568 consumed
total energy -56.8k
56.8k consumed consumed
total profit 11.36k
11,360 profit
total workers 710/1
710 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

69

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -690
690 consumed
total energy -55.2k
55.2k consumed consumed
total profit 22.77k
22,770 profit
total workers 690/2
690 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

67

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,340
1,340 consumed
total energy -80.4k
80.4k consumed consumed
total profit 43.55k
43,550 profit
total workers 670/3
670 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

188

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -5,640
5,640 consumed
total energy -150.4k
150.4k consumed consumed
total profit 263.2k
263,200 profit
total workers 1880/4
1880 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

9

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -45
-45 health generated
total area -225
225 consumed
total energy -17.1k
17.1k consumed consumed
total sulfur 9
9 sulfur generated
total uranium
total gold
total coal 9
9 coal generated
total pollution 90
90 pollution generated
total profit 450
450 profit
total workers 270/0
270 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 2.2k
2,200 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

2

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100

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 -20
20 consumed
total fish 10
10 fish generated
total profit 300
300 profit
total workers 20/2
20 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

2

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10

21

has enough workers to operate has enough area to operate
operational
total area -21
21 consumed
total produce 21
21 produce generated
total workers
210
$210 tax income
total workers 21/0
21 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
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

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

4

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 20
20 health generated
total area -20
20 consumed
total food 200
200 food generated
total produce -20
20 consumed
total workers
800
$800 tax income
total workers 20/2
20 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
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 (+2)
health

5 (+1)
pollution

-1

504

has enough area to operate has enough money to operate
operational
total health 3,024
3,024 health generated
total area -5,040
5,040 consumed
total fun 2,520
2,520 fun generated
total pollution -504
-504 pollution generated
total expenses -2.52k
2,520 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+6)
health

6 (+3)
pollution

-3

314

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 2,826
2,826 health generated
total area -15.7k
15.7k consumed consumed
total fun 4,396
4,396 fun generated
total pollution -942
-942 pollution generated
total profit 28.26k
28,260 profit
total workers 1884/1
1884 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

122

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 732
732 health generated
total area -12.2k
12.2k consumed consumed
total fun 1,830
1,830 fun generated
total pollution -1.464k
-1,464 pollution generated
total profit 46.36k
46,360 profit
total workers 732/3
732 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

120

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -240
240 consumed
total energy -24k
24k consumed consumed
total culture 120
120 culture generated
total profit 18k
18,000 profit
total workers 480/2
480 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

5

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 -500
500 consumed
total profit 140
140 profit
total workers 15/0
15 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

22

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -66
-66 health generated
total area -330
330 consumed
total energy -41.8k
41.8k consumed consumed
total steel 220
220 steel generated
total pollution 22
22 pollution generated
total profit 3.3k
3,300 profit
total workers 440/0
440 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

50

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 -40k
40k consumed consumed
total profit 19.75k
19,750 profit
total workers 1000/1
1000 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

74

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

1

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate
total health -222
-222 health generated
total area -7,400
7,400 consumed
total energy -111k
111k consumed consumed
total fun -740
-740 fun generated
total pollution 74
74 pollution generated
total profit 183.15k
183,150 profit
total workers 18500/0
18500 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

49

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -245
245 consumed
total energy -14.7k
14.7k consumed consumed
total culture 49
49 culture generated
total fun 245
245 fun generated
total profit 4.41k
4,410 profit
total workers 490/0
490 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

47

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,880
1,880 consumed
total energy -23.5k
23.5k consumed consumed
total fun 470
470 fun generated
total profit 4.7k
4,700 profit
total workers 940/0
940 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

229

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -458
458 consumed
total energy -2,290
2,290 consumed
total culture 1,145
1,145 culture generated
total fun 229
229 fun generated
total profit 107.63k
107,630 profit
total workers 687/4
687 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

42

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,940
2,940 consumed
total energy -10.5k
10.5k consumed consumed
total fun 378
378 fun generated
total pollution -42
-42 pollution generated
total profit 23.1k
23,100 profit
total workers 420/3
420 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

190

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -11.4k
11.4k consumed consumed
total energy -85.5k
85.5k consumed consumed
total fun 3,800
3,800 fun generated
total pollution -190
-190 pollution generated
total profit 231.8k
231,800 profit
total workers 1900/4
1900 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

10

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 -300
300 consumed
total energy -2,000
2,000 consumed
total fun 500
500 fun generated
total expenses -3k
-3,000 running expenses
total workers 50/2
50 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

65

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 650
650 health generated
total area -1,300
1,300 consumed
total energy -26k
26k consumed consumed
total profit 19.5k
19,500 profit
total workers 650/2
650 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

241

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 3,615
3,615 health generated
total area -964
964 consumed
total energy -12.05k
12.05k consumed consumed
total profit 373.55k
373,550 profit
total workers 2410/4
2410 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

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 -12.5k
12.5k consumed consumed
total shields 5
5 shields generated
total expenses -8k
-8,000 running expenses
total workers 50/2
50 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
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 9.05k/9.05k
total uranium uranium 1.95k/1.95k
total steel steel 22.05k/22.05k
total fish fish 250/250
total oil oil 1/50
total gas gas 1/50
total gold gold 950/950
total coal coal 950/950
total stone stone 50/50
total bread bread 50/50
total wheat wheat 50/50
total grapes grapes 50/50
total wood wood 46/50
total beer beer 1/50
total wine wine 1/50
total food food 208/250
total produce produce 240/260
total meat meat 1/50
total rice rice 1/50
total cows cows 1/50
total lithium lithium 1/50
total sand sand 1/50
total glass glass 1/50
total water water 50/50
total salt salt 50/50
total missiles missiles 1/50
total shields shields 1.3k/1.3k