Egok
This city is email-verified
Year Day Season Citizens Logs
Egotistical 14291 169 spring 47515
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
-5.235k/day 0/47.515k 0/46483 282700 47520 $249.031G $1.73M $496.825k 101.7k/1.436M 1.568k/109.71k 122 0 15.532k 1.382k 11.272k

Job/tax levels

Level 0 0.0
589 citizens
23951 total jobs
0 available jobs
Level 1 1.0
604 citizens
5602 total jobs
0 available jobs
Level 2 1.0
1136 citizens
4385 total jobs
0 available jobs
Level 3 1.0
6099 citizens
4118 total jobs
0 available jobs
Level 4 1.0
673 citizens
6957 total jobs
0 available jobs
Level 5 0.0
38414 citizens
1470 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

107

has enough workers to operate has enough money to operate
operational
total area 107k
107k area generated
total sprawl 107
107 sprawl generated
total expenses -4.28k
-4,280 running expenses
total workers 1070/0
1070 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

141

operational
total health 282
282 health generated
total area 1,410
1,410 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

130

operational
total health 130
130 health generated
total area 1,300
1,300 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

95

has enough energy to operate has enough area to operate
operational
total area -9,500
9,500 consumed
total housing 47.5k
47.5k housing generated
total energy -47.5k
47.5k consumed consumed
total pollution 9.5k
9,500 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

15

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -150
-150 health generated
total area -75
75 consumed
total energy 30k
30k energy generated
total pollution 450
450 pollution generated
total expenses -150
-150 running expenses
total workers 75/0
75 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)

181

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -905
905 consumed
total energy 141.18k
141.18k energy generated
total profit 30.77k
30,770 profit
total workers 1810/1
1810 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+220)

148

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -740
740 consumed
total energy 106.56k
106.56k energy generated
total profit 57.72k
57,720 profit
total workers 1480/2
1480 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

177

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,770
1,770 consumed
total energy 885k
885k energy generated
total profit 53.1k
53,100 profit
total workers 1770/3
1770 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+300)
water

10

95

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -950
950 consumed
total energy 123.5k
123.5k energy generated
total water 950
950 water generated
total profit 16.15k
16,150 profit
total workers 475/2
475 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

127

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,270
1,270 consumed
total pollution -12.7k
-12,700 pollution generated
total expenses -6.35k
-6,350 running expenses
total workers 1270/5
1270 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 expenses -630
-630 running expenses
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

105

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -525
-525 health generated
total area -2,625
2,625 consumed
total energy -199.5k
199.5k consumed consumed
total sulfur 105
105 sulfur generated
total uranium
total gold
total coal 105
105 coal generated
total pollution 1.05k
1,050 pollution generated
total expenses -26.25k
-26,250 running expenses
total workers 3150/0
3150 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

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 -1,000
1,000 consumed
total salt 2
2 salt generated
total expenses -1.2k
-1,200 running expenses
total workers 20/2
20 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

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

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 -2,000
2,000 consumed
total water 2
2 water generated
total salt 2
2 salt generated
total profit 560
560 profit
total workers 16/4
16 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

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
0
$0 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

549

has enough area to operate has enough money to operate
operational
total health 3,294
3,294 health generated
total area -5,490
5,490 consumed
total fun 2,745
2,745 fun generated
total pollution -549
-549 pollution generated
total expenses -2.75k
2,745 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+6)
health

6 (+3)
pollution

-3

347

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 3,123
3,123 health generated
total area -17.35k
17.35k consumed consumed
total fun 4,858
4,858 fun generated
total pollution -1.041k
-1,041 pollution generated
total profit 31.23k
31,230 profit
total workers 2082/1
2082 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

158

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 948
948 health generated
total area -15.8k
15.8k consumed consumed
total fun 2,370
2,370 fun generated
total pollution -1.896k
-1,896 pollution generated
total profit 60.04k
60,040 profit
total workers 948/3
948 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

130

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -260
260 consumed
total energy -26k
26k consumed consumed
total culture 130
130 culture generated
total profit 19.5k
19,500 profit
total workers 520/2
520 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 expenses -10
-10 running expenses
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

105

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -315
-315 health generated
total area -1,575
1,575 consumed
total energy -199.5k
199.5k consumed consumed
total steel 1,050
1,050 steel generated
total pollution 105
105 pollution generated
total expenses -5.25k
-5,250 running expenses
total workers 2100/0
2100 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

60

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -180
-180 health generated
total area -6,000
6,000 consumed
total energy -90k
90k consumed consumed
total fun -600
-600 fun generated
total pollution 60
60 pollution generated
total expenses -1.5k
-1,500 running expenses
total workers 15000/0
15000 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

67

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -335
335 consumed
total energy -20.1k
20.1k consumed consumed
total culture 67
67 culture generated
total fun 335
335 fun generated
total expenses -670
-670 running expenses
total workers 670/0
670 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

61

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,440
2,440 consumed
total energy -30.5k
30.5k consumed consumed
total fun 610
610 fun generated
total expenses -6.1k
-6,100 running expenses
total workers 1220/0
1220 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

237

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -474
474 consumed
total energy -2,370
2,370 consumed
total culture 1,185
1,185 culture generated
total fun 237
237 fun generated
total profit 111.39k
111,390 profit
total workers 711/4
711 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

73

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -5,110
5,110 consumed
total energy -18.25k
18.25k consumed consumed
total fun 657
657 fun generated
total pollution -73
-73 pollution generated
total profit 40.15k
40,150 profit
total workers 730/3
730 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

191

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -11.46k
11.46k consumed consumed
total energy -85.95k
85.95k consumed consumed
total fun 3,820
3,820 fun generated
total pollution -191
-191 pollution generated
total profit 233.02k
233,020 profit
total workers 1910/4
1910 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

98

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 980
980 health generated
total area -1,960
1,960 consumed
total energy -39.2k
39.2k consumed consumed
total profit 29.4k
29,400 profit
total workers 980/2
980 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

20

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 -10k
10k consumed consumed
total energy -100k
100k consumed consumed
total sulfur -100
100 consumed
total steel -1,000
1,000 consumed
total missiles 20
20 missiles generated
total expenses -100k
-100,000 running expenses
total workers 200/5
200 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

13

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,300
1,300 consumed
total energy -32.5k
32.5k consumed consumed
total shields 13
13 shields generated
total expenses -20.8k
-20,800 running expenses
total workers 130/2
130 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 104.95k/105.05k
total uranium uranium 11.55k/11.55k
total steel steel 104.05k/105.05k
total fish fish 250/250
total oil oil 1/50
total gas gas 1/50
total gold gold 10.55k/10.55k
total coal coal 10.55k/10.55k
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 202/250
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 150/150
total salt salt 350/350
total missiles missiles 2.05k/2.05k
total shields shields 3.3k/3.3k