Gomikusa Year Day Season Citizens Logs
gonmi 14296 208 summer 7100
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
1.75k/day 0/7.1k 19825/26925 0 0 $36.036G $0 $56.41k 207.2k/397.25k 53.215k/64k 850 0 2k 0 3.87k

Job/tax levels

Level 0 0.0
58 citizens
14785 total jobs
11585 available jobs
Level 1 0.0
72 citizens
3600 total jobs
2700 available jobs
Level 2 0.0
86 citizens
2550 total jobs
750 available jobs
Level 3 0.0
6884 citizens
2800 total jobs
1600 available jobs
Level 4 0.0
0 citizens
2790 total jobs
2790 available jobs
Level 5 0.0
0 citizens
400 total jobs
400 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

200

has enough workers to operate has enough money to operate
operational
total health -400
-400 health generated
total area 10k
10k area generated
total sprawl 600
600 sprawl generated
total expenses -6k
-6,000 running expenses
total workers 2000/0
2000 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

50

has enough workers to operate has enough money to operate
operational
total area 50k
50k area generated
total sprawl 50
50 sprawl generated
total expenses -2k
-2,000 running expenses
total workers 500/0
500 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

200

operational
total health 600
600 health generated
total area 2,000
2,000 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

200

operational
total health 200
200 health generated
total area 2,000
2,000 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

40

has enough area to operate
operational
total area -40
40 consumed
total housing 40
40 housing generated
total sprawl 40
40 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

20

has enough energy to operate has enough area to operate
operational
total area -20
20 consumed
total housing 40
40 housing generated
total energy -240
240 consumed
total sprawl 100
100 sprawl generated
total pollution 40
40 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

20

has enough energy to operate has enough area to operate
operational
total area -20
20 consumed
total housing 120
120 housing generated
total energy -360
360 consumed
total sprawl 60
60 sprawl generated
total pollution 100
100 pollution generated

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

10

has enough energy to operate has enough area to operate
operational
total area -100
100 consumed
total housing 200
200 housing generated
total energy -900
900 consumed
total pollution 150
150 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

10

has enough energy to operate has enough area to operate
operational
total area -50
50 consumed
total housing 200
200 housing generated
total energy -500
500 consumed
total pollution 120
120 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

15

has enough energy to operate has enough area to operate
operational
total area -300
300 consumed
total housing 1,500
1,500 housing generated
total energy -2,250
2,250 consumed
total pollution 750
750 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

10

has enough energy to operate has enough area to operate
operational
total area -1,000
1,000 consumed
total housing 5,000
5,000 housing generated
total energy -5,000
5,000 consumed
total pollution 1k
1,000 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

3

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -30
-30 health generated
total area -15
15 consumed
total energy 6,000
6,000 energy generated
total pollution 90
90 pollution generated
total expenses -30
-30 running expenses
total workers 15/0
15 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

90

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -450
450 consumed
total energy 54k
54k energy generated
total expenses -2.7k
-2,700 running expenses
total workers 900/1
900 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+25)

90

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -450
450 consumed
total energy 47.25k
47.25k energy generated
total expenses -900
-900 running expenses
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

50

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -500
500 consumed
total energy 250k
250k energy generated
total expenses -25k
-25,000 running expenses
total workers 500/3
500 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000
water

10

40

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -400
400 consumed
total energy 40k
40k energy generated
total water 400
400 water generated
total expenses -1.2k
-1,200 running expenses
total workers 200/2
200 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

4

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

40

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

68

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

2

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate
total area -340
340 consumed
total energy -40.8k
40.8k consumed consumed
total expenses -680
-680 running expenses
total workers 680/0
680 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

70

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

high_schools

size

3
Requires:
area

10
energy

800
money

70
lvl 2 workers

10
Produces:
education lvl 3

20

70

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -700
700 consumed
total energy -56k
56k consumed consumed
total expenses -4.9k
-4,900 running expenses
total workers 700/2
700 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

70

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,400
1,400 consumed
total energy -84k
84k consumed consumed
total expenses -10.5k
-10,500 running expenses
total workers 700/3
700 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

80

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

10

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

30

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

4

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

vineyards

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
grapes

1
Stores:
grapes

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
0

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 (+1)
health

5 (+2)
pollution

-1

500

has enough area to operate has enough money to operate
operational
total health 3,500
3,500 health generated
total area -5,000
5,000 consumed
total fun 2,000
2,000 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 (+2)
pollution

-3

150

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

100

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

80

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

40

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

40

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

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

50

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

distribution_centers

size

8
Requires:
area

100
energy

1500
money

25
lvl 0 workers

250
Produces:
fun

-10
health

-3
pollution

1

35

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

40

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

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

30

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

100

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

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

85

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

40

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

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

105

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

1

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

defense_bases

size

1
Requires:
area

100
energy

2500
money

2000
lvl 2 workers

10
Produces:
shields

1
Stores:
shields

250

3

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

2

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

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 50/50
total uranium uranium 1/50
total steel steel 0/50
total fish fish 0/50
total oil oil 0/50
total gas gas 0/50
total gold gold 0/50
total coal coal 0/50
total stone stone 0/50
total bread bread 0/50
total wheat wheat 0/50
total grapes grapes 0/50
total wood wood 50/50
total beer beer 0/50
total wine wine 0/50
total food food 0/50
total produce produce 0/50
total meat meat 0/50
total rice rice 0/50
total cows cows 0/50
total lithium lithium 0/50
total sand sand 0/50
total glass glass 0/50
total water water 50/50
total salt salt 0/50
total missiles missiles 50/50
total shields shields 50/50