Eperia
patron
This city supports fragile.city on patreon and keeps the servers from going down
Year Day Season Citizens Logs
Klyn 14337 204 summer 94
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
-132/day 0/94 3804/3898 71000 100 $3.23G $900 $1.02k 0/0 8.246k/10.06k 103 0 528 0 1.146k

Job/tax levels

Level 0 1.0
23 citizens
1600 total jobs
1506 available jobs
Level 1 1.0
0 citizens
900 total jobs
900 available jobs
Level 2 0.87
0 citizens
530 total jobs
530 available jobs
Level 3 0.72
0 citizens
638 total jobs
638 available jobs
Level 4 0.62
71 citizens
20 total jobs
20 available jobs
Level 5 0.57
0 citizens
210 total jobs
210 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 (+1)
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

128

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

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

9

has enough workers to operate has enough money to operate
operational

23

requires workers to operate has enough money to operate
needs workers to operate
total area 9,000
9,000 area generated
total sprawl 9
9 sprawl generated
total profit 540
540 profit
total workers 90/0
90 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

58

operational
total health 174
174 health generated
total area 580
580 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

48

operational
total health 48
48 health generated
total area 480
480 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

94

has enough area to operate
operational
total area -94
94 consumed
total housing 94
94 housing generated
total sprawl 94
94 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

50

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

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

40

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

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1

43

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

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

40

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

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

50

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

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

30

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

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

10

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

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
0

natural_gas_plants

size

1
Requires:
area

15
money

20
lvl 1 workers

5
Produces:
energy

2000
health

-5
pollution

15

12

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

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

42

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

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+25)

39

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

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

44

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

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000
water

10

27

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

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

2

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

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

21

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

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

43

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

middle_schools

size

3
Requires:
area

8
energy

800
money

40
lvl 1 workers

10
Produces:
education lvl 2

30

34

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

high_schools

size

3
Requires:
area

10
energy

800
money

70
lvl 2 workers

10
Produces:
education lvl 3

20

29

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

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

27

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

research_labs

size

2
Requires:
area

30
energy

800
money

200
lvl 4 workers

10
Produces:
education lvl 5

5

24

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

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

4

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

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

58

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

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

3

has enough workers to operate requires energy to operate has enough area to operate has enough money to operate
needs energy 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
0

wheat_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
wheat

1
Stores:
wheat

50

5

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

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50

5

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

livestock_farms

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
cows

1
Stores:
cows

50

5

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

vineyards

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
grapes

1
Stores:
grapes

50

5

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

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

1

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

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50

2

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

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

132

has enough area to operate has enough money to operate
operational
total health 924
924 health generated
total area -1,320
1,320 consumed
total fun 528
528 fun generated
total pollution -132
-132 pollution generated
total expenses -660
660 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+2)
health

6 (+2)
pollution

-3

70

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

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (+5)
health

5 (+3)
pollution

-12

33

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

libraries

size

1
Requires:
area

2
energy

200
money

10
lvl 2 workers

4
Produces:
culture

1
education

random drop

46

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

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

34

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

factories

size

7
Requires:
area

15
energy

1900
money

50
lvl 0 workers

20
Produces:
health

-3
pollution

1
steel

10
Stores:
steel

1000

31

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

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

43

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

distribution_centers

size

8
Requires:
area

100
energy

1500
money

25
lvl 0 workers

250
Produces:
fun

-10
health

-3
pollution

1

51

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

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

30

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

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

36

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

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

46

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

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

30

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

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

35

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

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

45

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

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

2

has enough workers to operate requires energy to operate has enough area to operate has enough money to operate requires steel to operate has enough sulfur to operate
needs energy, steel, to operate

defense_bases

size

1
Requires:
area

100
energy

2500
money

2000
lvl 2 workers

10
Produces:
shields

1
Stores:
shields

250

2

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

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

5

has enough area to operate
operational
total area -50
50 consumed

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

5

has enough area to operate
operational
total area -25
25 consumed

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

5

has enough area to operate
operational
total area -25
25 consumed

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

5

has enough area to operate
operational
total area -50
50 consumed

rock_yards

size

5
Requires:
area

20
Stores:
stone

100

5

has enough area to operate
operational
total area -100
100 consumed

water_tanks

size

5
Requires:
area

10
Stores:
water

100

5

has enough area to operate
operational
total area -50
50 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

5

has enough area to operate
operational
total area -50
50 consumed

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

5

has enough area to operate
operational
total area -50
50 consumed

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

5

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

Resources

total sulfur sulfur 50/50
total uranium uranium 50/50
total steel steel 0/50
total fish fish 0/5.05k
total oil oil 0/50
total gas gas 0/50
total gold gold 0/50
total coal coal 0/50
total stone stone 0/550
total bread bread 0/50
total wheat wheat 50/550
total grapes grapes 50/50
total wood wood 50/550
total beer beer 0/50
total wine wine 0/50
total food food 50/50
total produce produce 50/50
total meat meat 30/50
total rice rice 0/550
total cows cows 9/550
total lithium lithium 0/5.05k
total sand sand 0/50
total glass glass 0/50
total water water 50/550
total salt salt 0/550
total missiles missiles 50/50
total shields shields 50/50