Ember
This city is email-verified
Year Day Season Citizens Logs
Giganotus 14331 262 summer 43505
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
145/day 0/43.505k 1219/44724 293200 43520 $356.018G $1.82M $416.045k 39.16k/1.297M 8.653k/100.79k 105 0 8.459k 1.274k 8.137k

Job/tax levels

Level 0 0.0
196 citizens
25712 total jobs
1219 available jobs
Level 1 1.0
374 citizens
4852 total jobs
0 available jobs
Level 2 1.0
853 citizens
3538 total jobs
0 available jobs
Level 3 1.0
465 citizens
3330 total jobs
0 available jobs
Level 4 1.0
852 citizens
6362 total jobs
0 available jobs
Level 5 1.0
40765 citizens
930 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

100

has enough workers to operate has enough money to operate
operational
total area 100k
100k area generated
total sprawl 100
100 sprawl generated
total expenses -4k
-4,000 running expenses
total workers 1000/0
1000 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

41

operational
total health 82
82 health generated
total area 410
410 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

38

operational
total health 38
38 health generated
total area 380
380 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

5

has enough area to operate
operational
total area -5
5 consumed
total housing 5
5 housing generated
total sprawl 5
5 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

25

has enough energy to operate has enough area to operate
operational
total area -500
500 consumed
total housing 2,500
2,500 housing generated
total energy -3,750
3,750 consumed
total pollution 1.25k
1,250 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

82

has enough energy to operate has enough area to operate
operational
total area -8,200
8,200 consumed
total housing 41k
41k housing generated
total energy -41k
41k consumed consumed
total pollution 8.2k
8,200 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 expenses -100
-100 running expenses
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 (+600)
health

-5
pollution

15
0

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600 (+300)

125

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -625
625 consumed
total energy 112.5k
112.5k energy generated
total profit 21.25k
21,250 profit
total workers 1250/1
1250 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+625)

90

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -450
450 consumed
total energy 101.25k
101.25k energy generated
total profit 35.1k
35,100 profit
total workers 900/2
900 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

133

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,330
1,330 consumed
total energy 665k
665k energy generated
total profit 39.9k
39,900 profit
total workers 1330/3
1330 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000
water

10

98

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -980
980 consumed
total energy 98k
98k energy generated
total water 980
980 water generated
total profit 16.66k
16,660 profit
total workers 490/2
490 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

2

has enough workers to operate has enough area to operate has enough money to operate has enough uranium to operate
operational
total area -20
20 consumed
total energy 300k
300k energy generated
total uranium -2
2 consumed
total expenses -16.8k
-16,800 running expenses
total workers 20/4
20 workers employed at level 4

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

78

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -780
780 consumed
total pollution -7.8k
-7,800 pollution generated
total profit 245.7k
245,700 profit
total workers 780/5
780 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

106

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -530
530 consumed
total energy -63.6k
63.6k consumed consumed
total expenses -1.06k
-1,060 running expenses
total workers 1060/0
1060 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

96

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -768
768 consumed
total energy -76.8k
76.8k consumed consumed
total profit 15.36k
15,360 profit
total workers 960/1
960 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

100

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 -80k
80k consumed consumed
total profit 33k
33,000 profit
total workers 1000/2
1000 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

85

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,700
1,700 consumed
total energy -102k
102k consumed consumed
total profit 55.25k
55,250 profit
total workers 850/3
850 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

167

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -5,010
5,010 consumed
total energy -133.6k
133.6k consumed consumed
total profit 233.8k
233,800 profit
total workers 1670/4
1670 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

84

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -420
-420 health generated
total area -2,100
2,100 consumed
total energy -159.6k
159.6k consumed consumed
total sulfur 84
84 sulfur generated
total uranium
total gold
total coal 84
84 coal generated
total pollution 840
840 pollution generated
total expenses -21k
-21,000 running expenses
total workers 2520/0
2520 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

lithium_mines

size

3
Requires:
area

10
energy

5000
money

1000
lvl 4 workers

20
Produces:
health

-50
lithium

1
pollution

50
Stores:
lithium

100

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 -10
10 consumed
total energy -5,000
5,000 consumed
total lithium 1
1 lithium generated
total pollution 50
50 pollution generated
total profit 2.2k
2,200 profit
total workers 20/4
20 workers employed at level 4

oil_wells

size

3
Requires:
area

10
energy

3000
money

1000
lvl 1 workers

20
Produces:
health

-50
oil

1
pollution

50
Stores:
oil

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 -10
10 consumed
total energy -3,000
3,000 consumed
total oil 1
1 oil generated
total pollution 50
50 pollution generated
total expenses -600
-600 running expenses
total workers 20/1
20 workers employed at level 1

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10

32

has enough workers to operate has enough area to operate
operational
total area -32
32 consumed
total produce 32
32 produce generated
total workers
0
$0 tax income
total workers 32/0
32 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

2

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 -200
200 consumed
total energy -20
20 consumed
total produce 10
10 produce generated
total water -10
10 consumed
total expenses -20
-20 running expenses
total workers 10/0
10 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

2

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 -200
200 consumed
total energy -20
20 consumed
total cows 2
2 cows generated
total water -20
20 consumed
total expenses -20
-20 running expenses
total workers 10/0
10 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

1

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 -100
100 consumed
total energy -10
10 consumed
total grapes 1
1 grapes generated
total water -10
10 consumed
total expenses -10
-10 running expenses
total workers 5/0
5 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

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
health

5 (+1)
pollution

-1

500

has enough area to operate has enough money to operate
operational
total health 3,000
3,000 health generated
total area -5,000
5,000 consumed
total fun 1,500
1,500 fun generated
total pollution -500
-500 pollution generated
total expenses -2.5k
2,500 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (-2)
health

6
pollution

-3

317

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 1,902
1,902 health generated
total area -15.85k
15.85k consumed consumed
total fun 1,902
1,902 fun generated
total pollution -951
-951 pollution generated
total profit 28.53k
28,530 profit
total workers 1902/1
1902 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

105

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 420
420 health generated
total area -10.5k
10.5k consumed consumed
total fun 525
525 fun generated
total pollution -1.26k
-1,260 pollution generated
total profit 39.9k
39,900 profit
total workers 630/3
630 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

142

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -284
284 consumed
total energy -28.4k
28.4k consumed consumed
total culture 142
142 culture generated
total profit 21.3k
21,300 profit
total workers 568/2
568 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
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

80

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -240
-240 health generated
total area -1,200
1,200 consumed
total energy -152k
152k consumed consumed
total steel 800
800 steel generated
total pollution 80
80 pollution generated
total expenses -4k
-4,000 running expenses
total workers 1600/0
1600 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

36

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -72
72 consumed
total energy -28.8k
28.8k consumed consumed
total profit 14.22k
14,220 profit
total workers 720/1
720 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

65

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

5

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 -195
-195 health generated
total area -6,500
6,500 consumed
total energy -97.5k
97.5k consumed consumed
total fun -650
-650 fun generated
total pollution 65
65 pollution generated
total expenses -1.63k
-1,625 running expenses
total workers 16250/0
16250 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

62

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -310
310 consumed
total energy -18.6k
18.6k consumed consumed
total culture 62
62 culture generated
total fun 310
310 fun generated
total expenses -620
-620 running expenses
total workers 620/0
620 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

65

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,600
2,600 consumed
total energy -32.5k
32.5k consumed consumed
total fun 650
650 fun generated
total expenses -6.5k
-6,500 running expenses
total workers 1300/0
1300 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

214

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -428
428 consumed
total energy -2,140
2,140 consumed
total culture 1,070
1,070 culture generated
total fun 214
214 fun generated
total profit 100.58k
100,580 profit
total workers 642/4
642 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

52

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -3,640
3,640 consumed
total energy -13k
13k consumed consumed
total fun 468
468 fun generated
total pollution -52
-52 pollution generated
total profit 28.6k
28,600 profit
total workers 520/3
520 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

177

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -10.62k
10.62k consumed consumed
total energy -79.65k
79.65k consumed consumed
total fun 3,540
3,540 fun generated
total pollution -177
-177 pollution generated
total profit 215.94k
215,940 profit
total workers 1770/4
1770 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

45

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 -900
900 consumed
total energy -18k
18k consumed consumed
total profit 13.5k
13,500 profit
total workers 450/2
450 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

222

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 3,330
3,330 health generated
total area -888
888 consumed
total energy -11.1k
11.1k consumed consumed
total profit 344.1k
344,100 profit
total workers 2220/4
2220 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

15

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 -7,500
7,500 consumed
total energy -75k
75k consumed consumed
total sulfur -75
75 consumed
total steel -750
750 consumed
total missiles 15
15 missiles generated
total expenses -27k
-27,000 running expenses
total workers 150/5
150 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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,100
1,100 consumed
total energy -27.5k
27.5k consumed consumed
total shields 11
11 shields generated
total expenses -17.6k
-17,600 running expenses
total workers 110/2
110 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

1

has enough area to operate
operational
total area -10
10 consumed

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000
0

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

1

has enough area to operate
operational
total area -5
5 consumed

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

1

has enough area to operate
operational
total area -10
10 consumed

rock_yards

size

5
Requires:
area

20
Stores:
stone

100

1

has enough area to operate
operational
total area -20
20 consumed

water_tanks

size

5
Requires:
area

10
Stores:
water

100

1

has enough area to operate
operational
total area -10
10 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

1

has enough area to operate
operational
total area -10
10 consumed

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

1

has enough area to operate
operational
total area -10
10 consumed

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

1

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

Resources

total sulfur sulfur 83.97k/84.05k
total uranium uranium 9.45k/9.45k
total steel steel 79.3k/80.05k
total fish fish 50/50
total oil oil 1.05k/1.05k
total gas gas 50/50
total gold gold 8.45k/8.45k
total coal coal 8.45k/8.45k
total stone stone 50/150
total bread bread 50/50
total wheat wheat 50/150
total grapes grapes 100/100
total wood wood 50/150
total beer beer 50/50
total wine wine 50/50
total food food 206/250
total produce produce 450/470
total meat meat 50/50
total rice rice 1/150
total cows cows 250/250
total lithium lithium 1.15k/1.15k
total sand sand 1/50
total glass glass 1/50
total water water 110/150
total salt salt 50/150
total missiles missiles 1.55k/1.55k
total shields shields 2.8k/2.8k