Eternity
This city is email-verified
Year Day Season Citizens Logs
Puffy3180 14611 198 summer 140015
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
-8.934k/day 0/140.015k 0/139011 10867160 140020 $2.151T $0 $1.108M 187.92k/3.199M 11.41k/276.09k 285 0 29.417k 4.505k 27.529k

Job/tax levels

Level 0 0.0
0 citizens
82600 total jobs
0 available jobs
Level 1 0.0
215 citizens
10798 total jobs
0 available jobs
Level 2 0.0
2248 citizens
8083 total jobs
0 available jobs
Level 3 0.0
54902 citizens
8418 total jobs
0 available jobs
Level 4 0.0
2150 citizens
25772 total jobs
0 available jobs
Level 5 0.0
80500 citizens
3340 total jobs
0 available jobs

Sanctions

VerifiedAlt1 is sanctioning this city
BearVille is sanctioning this city
Chicxulub is sanctioning this city
Atlantica is sanctioning this city

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
0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

270

has enough workers to operate has enough money to operate
operational
total area 270k
270k area generated
total sprawl 270
270 sprawl generated
total expenses -10.8k
-10,800 running expenses
total workers 2700/0
2700 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

316

operational
total health 948
948 health generated
total area 3,160
3,160 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

293

operational
total health 293
293 health generated
total area 2,930
2,930 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough oil to operate
operational
total area -2
2 consumed
total energy -10
10 consumed
total oil -1
1 consumed
total gas 10
10 gas generated
total pollution 1
1 pollution generated
total expenses -10
-10 running expenses
total workers 5/0
5 workers employed at level 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

280

has enough energy to operate has enough area to operate
operational
total area -28k
28k consumed consumed
total housing 140k
140k housing generated
total energy -140k
140k consumed consumed
total pollution 28k
28,000 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

5

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -50
-50 health generated
total area -25
25 consumed
total energy 10k
10k energy generated
total pollution 150
150 pollution generated
total expenses -50
-50 running expenses
total workers 25/0
25 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

475

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,375
2,375 consumed
total energy 285k
285k energy generated
total expenses -14.25k
-14,250 running expenses
total workers 4750/1
4750 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+25)

336

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,680
1,680 consumed
total energy 176.4k
176.4k energy generated
total expenses -3.36k
-3,360 running expenses
total workers 3360/2
3360 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

293

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,930
2,930 consumed
total energy 1.465M
1.465M energy generated
total expenses -146.5k
-146,500 running expenses
total workers 2930/3
2930 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000
water

10

213

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,130
2,130 consumed
total energy 213k
213k energy generated
total water 2,130
2,130 water generated
total expenses -6.39k
-6,390 running expenses
total workers 1065/2
1065 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

7

has enough workers to operate has enough area to operate has enough money to operate has enough uranium to operate
operational
total area -70
70 consumed
total energy 1.05M
1.05M energy generated
total uranium -7
7 consumed
total expenses -70k
-70,000 running expenses
total workers 70/4
70 workers employed at level 4

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

312

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -3,120
3,120 consumed
total pollution -31.2k
-31,200 pollution generated
total expenses -15.6k
-15,600 running expenses
total workers 3120/5
3120 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

181

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -905
905 consumed
total energy -108.6k
108.6k consumed consumed
total expenses -1.81k
-1,810 running expenses
total workers 1810/0
1810 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

170

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,360
1,360 consumed
total energy -136k
136k consumed consumed
total expenses -6.8k
-6,800 running expenses
total workers 1700/1
1700 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

202

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,020
2,020 consumed
total energy -161.6k
161.6k consumed consumed
total expenses -14.14k
-14,140 running expenses
total workers 2020/2
2020 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

215

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -4,300
4,300 consumed
total energy -258k
258k consumed consumed
total expenses -32.25k
-32,250 running expenses
total workers 2150/3
2150 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

695

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -20.85k
20.85k consumed consumed
total energy -556k
556k consumed consumed
total expenses -139k
-139,000 running expenses
total workers 6950/4
6950 workers employed at level 4

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

16

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -400
400 consumed
total energy -30.4k
30.4k consumed consumed
total wood 80
80 wood generated
total expenses -4k
-4,000 running expenses
total workers 160/1
160 workers employed at level 1

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

115

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -575
-575 health generated
total area -2,875
2,875 consumed
total energy -218.5k
218.5k consumed consumed
total sulfur 115
115 sulfur generated
total uranium
total gold
total coal 115
115 coal generated
total pollution 1.15k
1,150 pollution generated
total expenses -28.75k
-28,750 running expenses
total workers 3450/0
3450 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

7

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -350
-350 health generated
total area -350
350 consumed
total energy -35k
35k consumed consumed
total uranium 7
7 uranium generated
total pollution 350
350 pollution generated
total expenses -7k
-7,000 running expenses
total workers 140/4
140 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

150

has enough workers to operate has enough area to operate
operational
total area -150
150 consumed
total produce 150
150 produce generated
total workers
0
$0 tax income
total workers 150/0
150 workers employed at level 0

wheat_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
wheat

1
Stores:
wheat

50

32

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 -3,200
3,200 consumed
total energy -320
320 consumed
total wheat 32
32 wheat generated
total water -160
160 consumed
total expenses -320
-320 running expenses
total workers 160/0
160 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

30

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 -3,000
3,000 consumed
total energy -300
300 consumed
total produce 150
150 produce generated
total water -150
150 consumed
total expenses -300
-300 running expenses
total workers 150/0
150 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

19

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 -1,900
1,900 consumed
total energy -190
190 consumed
total cows 19
19 cows generated
total water -190
190 consumed
total expenses -190
-190 running expenses
total workers 95/0
95 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

15

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 -1,500
1,500 consumed
total energy -150
150 consumed
total grapes 15
15 grapes generated
total water -150
150 consumed
total expenses -150
-150 running expenses
total workers 75/0
75 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

1

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

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50

1

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

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

1

has enough workers to operate requires energy to operate has enough area to operate has enough money to operate requires rice to operate has enough meat to operate has enough water to operate has enough bread to operate has enough produce to operate
needs energy, rice, to operate

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

60

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 300
300 health generated
total area -300
300 consumed
total food 3,000
3,000 food generated
total produce -300
300 consumed
total workers
0
$0 tax income
total workers 300/2
300 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

18

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -36
36 consumed
total energy -90
90 consumed
total meat 180
180 meat generated
total cows -18
18 consumed
total workers
0
$0 tax income
total workers 36/2
36 workers employed at level 2

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

2

has enough workers to operate requires energy to operate has enough area to operate has enough money to operate has enough water to operate requires wheat to operate has enough salt to operate
needs energy, wheat, to operate

wineries

size

4
Requires:
area

2
energy

10
grapes

1
water

1
lvl 2 workers

5
Produces:
wine

1
Stores:
wine

50

2

has enough workers to operate has enough energy to operate has enough area to operate has enough water to operate has enough grapes to operate
operational
total area -4
4 consumed
total energy -20
20 consumed
total grapes -2
2 consumed
total wine 2
2 wine generated
total water -2
2 consumed
total workers
0
$0 tax income
total workers 10/2
10 workers employed at level 2

breweries

size

4
Requires:
area

2
energy

10
water

1
wheat

1
lvl 2 workers

5
Produces:
beer

1
Stores:
beer

50

2

has enough workers to operate has enough energy to operate has enough area to operate has enough water to operate has enough wheat to operate
operational
total area -4
4 consumed
total energy -20
20 consumed
total wheat -2
2 consumed
total beer 2
2 beer generated
total water -2
2 consumed
total workers
0
$0 tax income
total workers 10/2
10 workers employed at level 2

bars

size

2
Requires:
area

2
beer

1
energy

5
wine

1
lvl 1 workers

2
Produces:
crime

1
fun

10

1

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

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

1,008

has enough area to operate has enough money to operate
operational
total health 7,056
7,056 health generated
total area -10.08k
10.08k consumed consumed
total fun 4,032
4,032 fun generated
total pollution -1.008k
-1,008 pollution generated
total expenses -5.04k
5,040 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+2)
health

6 (+2)
pollution

-3

548

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 4,384
4,384 health generated
total area -27.4k
27.4k consumed consumed
total fun 5,480
5,480 fun generated
total pollution -1.644k
-1,644 pollution generated
total expenses -16.44k
-16,440 running expenses
total workers 3288/1
3288 workers employed at level 1

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (+5)
health

5 (+3)
pollution

-12

358

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 2,864
2,864 health generated
total area -35.8k
35.8k consumed consumed
total fun 5,370
5,370 fun generated
total pollution -4.296k
-4,296 pollution generated
total expenses -35.8k
-35,800 running expenses
total workers 2148/3
2148 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

143

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -286
286 consumed
total energy -28.6k
28.6k consumed consumed
total culture 143
143 culture generated
total expenses -1.43k
-1,430 running expenses
total workers 572/2
572 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

115

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -345
-345 health generated
total area -1,725
1,725 consumed
total energy -218.5k
218.5k consumed consumed
total steel 1,150
1,150 steel generated
total pollution 115
115 pollution generated
total expenses -5.75k
-5,750 running expenses
total workers 2300/0
2300 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

45

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -90
90 consumed
total energy -36k
36k consumed consumed
total expenses -225
-225 running expenses
total workers 900/1
900 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

277

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -831
-831 health generated
total area -27.7k
27.7k consumed consumed
total energy -415.5k
415.5k consumed consumed
total fun -2,770
-2,770 fun generated
total pollution 277
277 pollution generated
total expenses -6.92k
-6,925 running expenses
total workers 69250/0
69250 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

92

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -460
460 consumed
total energy -27.6k
27.6k consumed consumed
total culture 92
92 culture generated
total fun 460
460 fun generated
total expenses -920
-920 running expenses
total workers 920/0
920 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

72

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,880
2,880 consumed
total energy -36k
36k consumed consumed
total fun 720
720 fun generated
total expenses -7.2k
-7,200 running expenses
total workers 1440/0
1440 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

854

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,708
1,708 consumed
total energy -8,540
8,540 consumed
total culture 4,270
4,270 culture generated
total fun 854
854 fun generated
total expenses -8.54k
-8,540 running expenses
total workers 2562/4
2562 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

119

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -8,330
8,330 consumed
total energy -29.75k
29.75k consumed consumed
total fun 1,071
1,071 fun generated
total pollution -119
-119 pollution generated
total expenses -29.75k
-29,750 running expenses
total workers 1190/3
1190 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

710

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -42.6k
42.6k consumed consumed
total energy -319.5k
319.5k consumed consumed
total fun 14.2k
14.2k fun generated
total pollution -710
-710 pollution generated
total expenses -269.8k
-269,800 running expenses
total workers 7100/4
7100 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

41

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 410
410 health generated
total area -820
820 consumed
total energy -16.4k
16.4k consumed consumed
total expenses -4.1k
-4,100 running expenses
total workers 410/2
410 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

895

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 13.425k
13.425k health generated
total area -3,580
3,580 consumed
total energy -44.75k
44.75k consumed consumed
total expenses -44.75k
-44,750 running expenses
total workers 8950/4
8950 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

22

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 -11k
11k consumed consumed
total energy -110k
110k consumed consumed
total sulfur -110
110 consumed
total steel -1,100
1,100 consumed
total missiles 22
22 missiles generated
total expenses -110k
-110,000 running expenses
total workers 220/5
220 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

30

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -3,000
3,000 consumed
total energy -75k
75k consumed consumed
total shields 30
30 shields generated
total expenses -60k
-60,000 running expenses
total workers 300/2
300 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

55

has enough area to operate
operational
total area -550
550 consumed

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

55

has enough area to operate
operational
total area -275
275 consumed

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

39

has enough area to operate
operational
total area -195
195 consumed

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

55

has enough area to operate
operational
total area -550
550 consumed

rock_yards

size

5
Requires:
area

20
Stores:
stone

100

55

has enough area to operate
operational
total area -1,100
1,100 consumed

water_tanks

size

5
Requires:
area

10
Stores:
water

100

55

has enough area to operate
operational
total area -550
550 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

18

has enough area to operate
operational
total area -180
180 consumed

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

18

has enough area to operate
operational
total area -180
180 consumed

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

14

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -140
140 consumed
total energy -140
140 consumed
total workers
0
$0 tax income
total workers 70/0
70 workers employed at level 0

Resources

total sulfur sulfur 22.7k/115.05k
total uranium uranium 6.9k/18.55k
total steel steel 113.95k/115.05k
total fish fish 16.91k/55.05k
total oil oil 1/50
total gas gas 150/150
total gold gold 6.91k/11.55k
total coal coal 11.55k/11.55k
total stone stone 50/5.55k
total bread bread 4.29k/7.05k
total wheat wheat 0/3.45k
total grapes grapes 7.8k/7.8k
total wood wood 13.55k/13.55k
total beer beer 150/150
total wine wine 150/150
total food food 2.91k/3.05k
total produce produce 151/10.05k
total meat meat 7.95k/7.95k
total rice rice 1/1.85k
total cows cows 2.78k/2.8k
total lithium lithium 17.65k/39.05k
total sand sand 1/50
total glass glass 7/50
total water water 4.9k/5.55k
total salt salt 1/5.55k
total missiles missiles 2.25k/2.25k
total shields shields 7.55k/7.55k