Hmpf Year Day Season Citizens Logs
abby 14549 40 winter 4268
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
643/day -1.978k/2.29k 0/3652 809500 4280 $420.561M $50.824k $39.55k 165.105k/245.8k 1.318k/11.025k 275 0 1.58k 20 1.007k

Job/tax levels

Level 0 0.8
28 citizens
2250 total jobs
0 available jobs
Level 1 0.4
2 citizens
500 total jobs
0 available jobs
Level 2 0.3
625 citizens
382 total jobs
0 available jobs
Level 3 0.3
1653 citizens
230 total jobs
0 available jobs
Level 4 0.3
999 citizens
190 total jobs
0 available jobs
Level 5 0.3
961 citizens
100 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

5

operational
total health -5
-5 health generated
total area 125
125 area generated
total sprawl 50
50 sprawl generated
total pollution 213
1 pollution generated per building per 100 citizens

highways

size

2
Produces:
area

50
health

-4
pollution per pop

0.02
sprawl

20

5

operational
total health -20
-20 health generated
total area 250
250 area generated
total sprawl 100
100 sprawl generated
total pollution 427
2 pollution generated per building per 100 citizens

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

5

has enough workers to operate has enough money to operate
operational
total health -10
-10 health generated
total area 250
250 area generated
total sprawl 15
15 sprawl generated
total profit 250
250 profit
total workers 50/0
50 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

10

has enough workers to operate has enough money to operate
operational
total area 10k
10k area generated
total sprawl 10
10 sprawl generated
total profit 400
400 profit
total workers 100/0
100 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

20

operational
total health 40
40 health generated
total area 200
200 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

20

operational
total health 20
20 health generated
total area 200
200 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

50

has enough area to operate
operational
total area -50
50 consumed
total housing 50
50 housing generated
total sprawl 50
50 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

5

has enough energy to operate has enough area to operate
operational
total area -5
5 consumed
total housing 10
10 housing generated
total energy -60
60 consumed
total sprawl 25
25 sprawl generated
total pollution 10
10 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

5

has enough energy to operate has enough area to operate
operational
total area -5
5 consumed
total housing 30
30 housing generated
total energy -90
90 consumed
total sprawl 15
15 sprawl generated
total pollution 25
25 pollution generated

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1

10

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -50
50 consumed
total housing 200
200 housing generated
total energy -700
700 consumed
total sprawl 10
10 sprawl generated
total expenses -1k
1,000 running expenses

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

25

has enough energy to operate has enough area to operate
operational
total area -250
250 consumed
total housing 500
500 housing generated
total energy -2,250
2,250 consumed
total pollution 375
375 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

25

has enough energy to operate has enough area to operate
operational
total area -125
125 consumed
total housing 500
500 housing generated
total energy -1,250
1,250 consumed
total pollution 300
300 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

5

has enough energy to operate has enough area to operate
operational
total area -100
100 consumed
total housing 500
500 housing generated
total energy -750
750 consumed
total pollution 250
250 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

1

has enough energy to operate has enough area to operate
operational
total area -100
100 consumed
total housing 500
500 housing generated
total energy -500
500 consumed
total pollution 100
100 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 profit 150
150 profit
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 (+180)

20

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -100
100 consumed
total energy 15.6k
15.6k energy generated
total profit 1k
1,000 profit
total workers 200/1
200 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-80)

10

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -50
50 consumed
total energy 4,200
4,200 energy generated
total profit 1.1k
1,100 profit
total workers 100/2
100 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

10

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -100
100 consumed
total energy 50k
50k energy generated
total expenses -2.6k
-2,600 running expenses
total workers 100/3
100 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (-200)
water

10

20

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -200
200 consumed
total energy 16k
16k energy generated
total water 200
200 water generated
total profit 600
600 profit
total workers 100/2
100 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

1

has enough workers to operate has enough area to operate has enough money to operate has enough uranium to operate
operational
total area -10
10 consumed
total energy 150k
150k energy generated
total uranium -1
1 consumed
total expenses -9.52k
-9,520 running expenses
total workers 10/4
10 workers employed at level 4

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

10

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -100
100 consumed
total pollution -1k
-1,000 pollution generated
total profit 9.1k
9,100 profit
total workers 100/5
100 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

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -50
50 consumed
total energy -6,000
6,000 consumed
total profit 700
700 profit
total workers 100/0
100 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

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -40
40 consumed
total energy -4,000
4,000 consumed
total profit 200
200 profit
total workers 50/1
50 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -20
20 consumed
total energy -1,600
1,600 consumed
total profit 100
100 profit
total workers 20/2
20 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -40
40 consumed
total energy -2,400
2,400 consumed
total profit 180
180 profit
total workers 20/3
20 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -60
60 consumed
total energy -1,600
1,600 consumed
total profit 560
560 profit
total workers 20/4
20 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

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -25
-25 health generated
total area -125
125 consumed
total energy -9,500
9,500 consumed
total sulfur 5
5 sulfur generated
total uranium
total gold
total coal 5
5 coal generated
total pollution 50
50 pollution generated
total expenses -50
-50 running expenses
total workers 150/0
150 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 expenses -40
-40 running expenses
total workers 20/4
20 workers employed at level 4

salt_farms

size

5
Requires:
area

250
energy

500
money

1000
lvl 2 workers

10
Produces:
salt

1
Stores:
salt

100

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -250
250 consumed
total energy -500
500 consumed
total salt 1
1 salt generated
total expenses -880
-880 running expenses
total workers 10/2
10 workers employed at level 2

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -25
25 consumed
total energy -50
50 consumed
total fish 25
25 fish generated
total expenses -650
-650 running expenses
total workers 50/2
50 workers employed at level 2

desalination_plants

size

5
Requires:
area

100
energy

1000
money

1000
lvl 4 workers

8
Produces:
salt

1
water

1
Stores:
salt

50
water

50

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -500
500 consumed
total energy -5,000
5,000 consumed
total water 5
5 water generated
total salt 5
5 salt generated
total expenses -3.08k
-3,080 running expenses
total workers 40/4
40 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
0

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50

9

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 -900
900 consumed
total energy -90
90 consumed
total produce 45
45 produce generated
total water -45
45 consumed
total profit 270
270 profit
total workers 45/0
45 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

9

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 -900
900 consumed
total energy -90
90 consumed
total cows 9
9 cows generated
total water -90
90 consumed
total profit 270
270 profit
total workers 45/0
45 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

1

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 5
5 health generated
total area -5
5 consumed
total food 50
50 food generated
total produce -5
5 consumed
total workers
60
$60 tax income
total workers 5/2
5 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -2
2 consumed
total energy -5
5 consumed
total meat 10
10 meat generated
total cows -1
1 consumed
total workers
24
$24 tax income
total workers 2/2
2 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
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 (+2)
health

5 (+1)
pollution

-1

112

has enough area to operate has enough money to operate
operational
total health 672
672 health generated
total area -1,120
1,120 consumed
total fun 560
560 fun generated
total pollution -112
-112 pollution generated
total expenses -560
560 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+6)
health

6 (+3)
pollution

-3

25

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 225
225 health generated
total area -1,250
1,250 consumed
total fun 350
350 fun generated
total pollution -75
-75 pollution generated
total profit 450
450 profit
total workers 150/1
150 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

10

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 60
60 health generated
total area -1,000
1,000 consumed
total fun 150
150 fun generated
total pollution -120
-120 pollution generated
total profit 440
440 profit
total workers 60/3
60 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

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -10
10 consumed
total energy -1,000
1,000 consumed
total culture 5
5 culture generated
total profit 190
190 profit
total workers 20/2
20 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

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -20
20 consumed
total energy -1,000
1,000 consumed
total profit 220
220 profit
total workers 30/0
30 workers employed at level 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

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -15
-15 health generated
total area -75
75 consumed
total energy -9,500
9,500 consumed
total steel 50
50 steel generated
total pollution 5
5 pollution generated
total profit 550
550 profit
total workers 100/0
100 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -10
10 consumed
total energy -4,000
4,000 consumed
total profit 775
775 profit
total workers 100/1
100 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

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -15
-15 health generated
total area -500
500 consumed
total energy -7,500
7,500 consumed
total fun -50
-50 fun generated
total pollution 5
5 pollution generated
total profit 9.88k
9,875 profit
total workers 1250/0
1250 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

15

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -75
75 consumed
total energy -4,500
4,500 consumed
total culture 15
15 culture generated
total fun 75
75 fun generated
total profit 1.05k
1,050 profit
total workers 150/0
150 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

10

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 -5,000
5,000 consumed
total fun 100
100 fun generated
total profit 600
600 profit
total workers 200/0
200 workers employed at level 0

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

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -350
350 consumed
total energy -1,250
1,250 consumed
total fun 45
45 fun generated
total pollution -5
-5 pollution generated
total expenses -50
-50 running expenses
total workers 50/3
50 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -300
300 consumed
total energy -2,250
2,250 consumed
total fun 100
100 fun generated
total pollution -5
-5 pollution generated
total profit 500
500 profit
total workers 50/4
50 workers employed at level 4

travel

Travel buildings increase your city's desirability.

resorts

size

3
Requires:
area

30
energy

200
money

500
lvl 2 workers

5
Produces:
fun

50
health

10

5

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 -150
150 consumed
total energy -1,000
1,000 consumed
total fun 250
250 fun generated
total expenses -2.2k
-2,200 running expenses
total workers 25/2
25 workers employed at level 2

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

5

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 -100
100 consumed
total energy -2,000
2,000 consumed
total profit 100
100 profit
total workers 50/2
50 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 75
75 health generated
total area -20
20 consumed
total energy -250
250 consumed
total profit 2.15k
2,150 profit
total workers 50/4
50 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
0

defense_bases

size

1
Requires:
area

100
energy

2500
money

2000
lvl 2 workers

10
Produces:
shields

1
Stores:
shields

250
0

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

1

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

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

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -10
10 consumed
total energy -10
10 consumed
total workers
40
$40 tax income
total workers 5/0
5 workers employed at level 0

Resources

total sulfur sulfur 5.05k/5.05k
total uranium uranium 1.05k/1.55k
total steel steel 5k/5.05k
total fish fish 1.55k/1.55k
total oil oil 0/50
total gas gas 0/50
total gold gold 0/550
total coal coal 0/550
total stone stone 0/150
total bread bread 0/550
total wheat wheat 0/150
total grapes grapes 0/550
total wood wood 0/150
total beer beer 0/50
total wine wine 0/50
total food food 100/100
total produce produce 995/1k
total meat meat 600/600
total rice rice 0/150
total cows cows 599/600
total lithium lithium 0/1.05k
total sand sand 0/50
total glass glass 0/50
total water water 265/400
total salt salt 500/500
total missiles missiles 0/50
total shields shields 10/50