Eleanor | Year | Day | Season | Citizens | Logs |
Zyprox | 14304 | 240 | summer | 228 |
Pollution
|
Housing
|
Jobs
|
Food capacity
|
Daily Food Consumption
|
Money
|
Daily Tax Income
|
Daily Cost
|
Energy
|
Area
|
Sprawl
|
Crime
|
Fun
|
Culture
|
Health
|
445/day | 274/502 | 24/252 | 0 | 0 | $24.539M | $1.3k | $1.03k | 2.96k/11k | 9/300 | 108 | 0 | 8 | 0 | -37 |
Job/tax levels
Level 0
0.2
178
citizens
202
total jobs
24
available jobs
Level 1
1.0
50
citizens
50
total jobs
0
available jobs
Level 2
1.0
0
citizens
0
total jobs
0
available jobs
Level 3
1.0
0
citizens
0
total jobs
0
available jobs
Level 4
1.0
0
citizens
0
total jobs
0
available jobs
Level 5
1.0
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
area
25
health
-1
pollution per pop
0.01
sprawl
10
2 operational
|
-2
-2 health generated
50
50 area generated
20
20 sprawl generated
5
1 pollution generated per building per 100 citizens
highways
size
2
area
50
health
-4 (+1)
pollution per pop
0.02
sprawl
20
1 operational
|
-3
-3 health generated
50
50 area generated
20
20 sprawl generated
5
2 pollution generated per building per 100 citizens
airports
size
3
energy
150
lvl 0 workers
10
area
100
health
-2
pollution per pop
0.03
0 |
bus_lines
size
1
money
30
lvl 0 workers
10
area
50
health
-2
sprawl
3
2 operational
|
-4
-4 health generated
100
100 area generated
6
6 sprawl generated
-20
-20 running expenses
20/0
20 workers employed at level 0
subway_lines
size
10
money
40
lvl 0 workers
10
area
1000
sprawl
1
0 |
bike_lanes
size
1
area
10
health
2
5 operational
|
10
10 health generated
50
50 area generated
bikeshare_stations
size
1
area
10
health
1
5 operational
|
5
5 health generated
50
50 area generated
gas_stations
size
1
area
2
energy
10
money
10
oil
1
lvl 0 workers
5
gas
10
pollution
1
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
area
1
housing
1
sprawl
1
14 operational
|
-14
14
consumed
14
14 housing generated
14
14 sprawl generated
single_family_homes
size
1
area
1
energy
12
housing
2
pollution
2
sprawl
5
6 operational
|
-6
6
consumed
12
12 housing generated
-72
72
consumed
30
30 sprawl generated
12
12 pollution generated
multi_family_homes
size
2
area
1
energy
18
housing
6
pollution
5
sprawl
3
6 operational
|
-6
6
consumed
36
36 housing generated
-108
108
consumed
18
18 sprawl generated
30
30 pollution generated
homeless_shelters
size
2
area
5
energy
70
money
100
housing
20
sprawl
1
0 |
apartments
size
3
area
10
energy
90
housing
20
pollution
15
4 operational
|
-40
40
consumed
80
80 housing generated
-360
360
consumed
60
60 pollution generated
micro_apartments
size
2
area
5
energy
50
housing
20
pollution
12
3 operational
|
-15
15
consumed
60
60 housing generated
-150
150
consumed
36
36 pollution generated
high_rises
size
5
area
20
energy
150
housing
100
pollution
50
3 operational
|
-60
60
consumed
300
300 housing generated
-450
450
consumed
150
150 pollution generated
megablocks
size
10
area
100
energy
500
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
area
5
money
10
lvl 0 workers
5
energy
2000
health
-10
pollution
30
4 operational
|
-40
-40 health generated
-20
20
consumed
8,000
8,000 energy generated
120
120 pollution generated
0
0 profit
20/0
20 workers employed at level 0
natural_gas_plants
size
1
area
15
money
20
lvl 1 workers
5
energy
2000
health
-5
pollution
15
0 |
wind_turbines
size
1
area
5
money
30
lvl 1 workers
10
energy
600
5 operational
|
-25
25
consumed
3,000
3,000 energy generated
850
850 profit
50/1
50 workers employed at level 1
solar_plants
size
1
area
5
money
10
lvl 2 workers
10
energy
500 (+250)
0 |
nuclear_plants
size
5
area
10
money
500
lvl 3 workers
10
energy
5000
0 |
dams
size
4
area
10
money
30
lvl 2 workers
5
energy
1000
water
10
0 |
fusion_reactors
size
5
area
10
money
10000
uranium
1
lvl 4 workers
10
energy
150000
0 |
carbon_capture_plants
size
5
area
10
money
50
lvl 5 workers
10
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
area
5
energy
600
money
10
lvl 0 workers
10
education lvl 1
50
2 operational
|
-10
10
consumed
-1,200
1,200
consumed
20
20 profit
20/0
20 workers employed at level 0
middle_schools
size
3
area
8
energy
800
money
40
lvl 1 workers
10
education lvl 2
30
0 |
high_schools
size
3
area
10
energy
800
money
70
lvl 2 workers
10
education lvl 3
20
0 |
universities
size
4
area
20
energy
1200
money
150
lvl 3 workers
10
education lvl 4
10
0 |
research_labs
size
2
area
30
energy
800
money
200
lvl 4 workers
10
education lvl 5
5
0 |
resources
Resource buildings are ways to generate in-game resources. Some regions have unique resource buildings.
mines
size
5
area
25
energy
1900
money
250
lvl 0 workers
30
coal
1
gold
random drop
health
-5
pollution
10
sulfur
1
uranium
random drop
coal
100
gold
100
sulfur
1000
uranium
100
3 operational
|
2
needs
workers
to operate
|
-15
-15 health generated
-75
75
consumed
-5,700
5,700
consumed
3
3 sulfur generated
3
3 coal generated
30
30 pollution generated
-570
-570 running expenses
90/0
90 workers employed at level 0
uranium_mines
size
3
area
50
energy
5000
money
1000
lvl 4 workers
20
health
-50
pollution
50
uranium
1
uranium
1000
0 |
fisheries
size
5
area
5
energy
10
money
250
lvl 2 workers
10
fish
5
fish
100
0 |
reservoirs
size
10
area
500
energy
100
money
100
lvl 1 workers
5
water
100
water
1000
0 |
farms
Farms generate resources related to fooc & consumption.
gardens
size
1
area
1
lvl 0 workers
1
produce
1
produce
10
0 |
wheat_farms
size
5
area
100
energy
10
money
10
water
5
lvl 0 workers
5
wheat
1
wheat
50
0 |
produce_farms
size
5
area
100
energy
10
money
10
water
5
lvl 0 workers
5
produce
5
produce
50
0 |
livestock_farms
size
5
area
100
energy
10
money
10
water
10
lvl 0 workers
5
cows
1
cows
50
0 |
food
Food buildings allow you to distribute food to your citizens.
sushi_restaurants
size
2
area
2
energy
50
fish
1
money
10
rice
1
water
1
lvl 3 workers
5
culture
1
food
10
food
25
0 |
delis
size
2
area
2
bread
1
energy
10
meat
1
money
10
lvl 1 workers
5
food
25
food
50
0 |
grocery_stores
size
5
area
5
bread
5
energy
10
fish
1
meat
1
money
100
produce
1
rice
5
water
1
lvl 1 workers
15
food
100
food
1000
0 |
farmers_markets
size
2
area
5
produce
5
lvl 2 workers
5
food
50
health
5
food
50
0 |
butchers
size
2
area
2
cows
1
energy
5
lvl 2 workers
2
meat
10
meat
50
0 |
bakeries
size
2
area
5
energy
10
money
10
salt
1
water
5
wheat
5
lvl 1 workers
5
bread
1
bread
50
0 |
wineries
size
4
area
2
energy
10
grapes
1
water
1
lvl 2 workers
5
wine
1
wine
50
0 |
breweries
size
4
area
2
energy
10
water
1
wheat
1
lvl 2 workers
5
beer
1
beer
50
0 |
bars
size
2
area
2
beer
1
energy
5
wine
1
lvl 1 workers
2
crime
1
fun
10
0 |
civic
Civic buildings add other benefits citizens like — jobs, fun, etc.
parks
size
1
area
10
money
5
fun
3 (+1)
health
5 (+1)
pollution
-1
2 operational
|
2
needs
area
to operate
|
12
12 health generated
-20
20
consumed
8
8 fun generated
-2
-2 pollution generated
-10
10 running expenses
campgrounds
size
1
area
50
money
30
lvl 1 workers
6
fun
8 (+3)
health
6 (+1)
pollution
-3
1
needs
area
to operate
|
nature_preserves
size
3
area
100
money
100
lvl 3 workers
6
fun
10 (+3)
health
5 (+1)
pollution
-12
0 |
libraries
size
1
area
2
energy
200
money
10
lvl 2 workers
4
culture
1
education
random drop
0 |
commerce
Commerce buildings have lots of jobs to attract citizens to your city
retail_shops
size
1
area
2
energy
100
money
2
lvl 0 workers
3
6
needs
workers
to operate
|
factories
size
7
area
15
energy
1900
money
50
lvl 0 workers
20
health
-3
pollution
1
steel
10
steel
1000
3
needs
area
to operate
|
office_buildings
size
3
area
2
energy
800
money
5
lvl 1 workers
20
0 |
distribution_centers
size
8
area
100
energy
1500
money
25
lvl 0 workers
250
fun
-10
health
-3
pollution
1
1
needs
area
to operate
|
entertainment
Entertainment buildings have jobs, and add other intangibles to your city.
theatres
size
2
area
5
energy
300
money
10
lvl 0 workers
10
culture
1
fun
5
2
needs
workers
to operate
|
arenas
size
5
area
40
energy
500
money
100
lvl 0 workers
20
fun
10
2
needs
area
to operate
|
galleries
size
5
area
2
energy
10
money
10
lvl 4 workers
3
culture
5
fun
1
0 |
zoos
size
3
area
70
energy
250
money
250
lvl 3 workers
10
fun
9
pollution
-1
0 |
aquariums
size
3
area
60
energy
450
money
380
lvl 4 workers
10
fun
20
pollution
-1
0 |
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
area
20
energy
400
money
100
lvl 2 workers
10
health
10
0 |
doctor_offices
size
3
area
4
energy
50
money
50
lvl 4 workers
10
health
15
0 |
combat
Combat buildings let you attack other cities, or defend your city from attack.
air_bases
size
2
area
500
energy
5000
money
5000
steel
50
sulfur
5
lvl 5 workers
10
daily strikes
1
missiles
1
missiles
100
0 |
defense_bases
size
1
area
100
energy
2500
money
2000
lvl 2 workers
10
shields
1
shields
250
0 |
missile_defense_arrays
size
1
area
200
energy
5000
money
5000
steel
100
sulfur
20
lvl 5 workers
20
shields
1000
0 |
storage
Storage buildings let you store more of certain resources.
wood_warehouses
size
5
area
10
wood
100
0 |
fish_tanks
size
5
area
5
fish
1000
0 |
lithium_vats
size
5
area
5
lithium
1000
0 |
salt_sheds
size
5
area
10
salt
100
0 |
rock_yards
size
5
area
20
stone
100
0 |
water_tanks
size
5
area
10
water
100
0 |
cow_pens
size
5
area
10
cows
100
0 |
silos
size
5
area
10
rice
100
wheat
100
0 |
refrigerated_warehouses
size
5
area
10
energy
10
lvl 0 workers
5
bread
500
grapes
500
meat
500
produce
500
0 |
Resources
sulfur
50/3.05k
uranium
50/350
steel
1.5k/50
fish
0/50
oil
0/50
gas
0/50
gold
0/350
coal
0/350
stone
0/50
bread
0/50
wheat
0/50
grapes
0/50
wood
0/50
beer
0/50
wine
0/50
food
0/50
produce
0/50
meat
0/50
rice
0/50
cows
0/50
lithium
0/50
sand
0/50
glass
0/50
water
7/50
salt
0/50
missiles
0/50
shields
50/50