Hunting Grounds
This city is email-verified
Year Day Season Citizens Logs
hunter 11502 166 spring 28089
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
-2.299k/day 6.416k/34.505k 6301/34390 275700 28100 $127.285G $1.69M $258.254k 189.2k/860.5k 9.811k/71.2k 76 0 8.755k 1.14k 8.435k

Job/tax levels

Level 0 1.0
42 citizens
19416 total jobs
6301 available jobs
Level 1 1.0
40 citizens
3550 total jobs
0 available jobs
Level 2 1.0
34 citizens
2212 total jobs
0 available jobs
Level 3 1.0
2 citizens
2432 total jobs
0 available jobs
Level 4 1.0
2 citizens
6020 total jobs
0 available jobs
Level 5 1.0
27969 citizens
760 total jobs
0 available jobs

Sanctions

borber 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

71

has enough workers to operate has enough money to operate
operational
total area 71k
71k area generated
total sprawl 71
71 sprawl generated
total profit 4.26k
4,260 profit
total workers 710/0
710 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

10

operational
total health 30
30 health generated
total area 100
100 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

10

operational
total health 10
10 health generated
total area 100
100 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
0

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

69

has enough energy to operate has enough area to operate
operational
total area -6,900
6,900 consumed
total housing 34.5k
34.5k housing generated
total energy -34.5k
34.5k consumed consumed
total pollution 6.9k
6,900 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

1

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -10
-10 health generated
total area -5
5 consumed
total energy 2,000
2,000 energy generated
total pollution 30
30 pollution generated
total profit 40
40 profit
total workers 5/0
5 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

85

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -425
425 consumed
total energy 51k
51k energy generated
total profit 14.45k
14,450 profit
total workers 850/1
850 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-80)

65

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -325
325 consumed
total energy 27.3k
27.3k energy generated
total profit 25.35k
25,350 profit
total workers 650/2
650 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

112

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,120
1,120 consumed
total energy 560k
560k energy generated
total profit 33.6k
33,600 profit
total workers 1120/3
1120 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+300)
water

10

54

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -540
540 consumed
total energy 70.2k
70.2k energy generated
total water 540
540 water generated
total profit 9.18k
9,180 profit
total workers 270/2
270 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 -8.4k
-8,400 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

74

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -740
740 consumed
total pollution -7.4k
-7,400 pollution generated
total profit 233.1k
233,100 profit
total workers 740/5
740 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

38

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -190
190 consumed
total energy -22.8k
22.8k consumed consumed
total profit 3.42k
3,420 profit
total workers 380/0
380 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

47

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -376
376 consumed
total energy -37.6k
37.6k consumed consumed
total profit 7.52k
7,520 profit
total workers 470/1
470 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

49

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -490
490 consumed
total energy -39.2k
39.2k consumed consumed
total profit 16.17k
16,170 profit
total workers 490/2
490 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

52

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,040
1,040 consumed
total energy -62.4k
62.4k consumed consumed
total profit 33.8k
33,800 profit
total workers 520/3
520 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

163

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -4,890
4,890 consumed
total energy -130.4k
130.4k consumed consumed
total profit 228.2k
228,200 profit
total workers 1630/4
1630 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

2

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 -3,800
3,800 consumed
total wood 10
10 wood generated
total expenses -100
-100 running expenses
total workers 20/1
20 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

12

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -60
-60 health generated
total area -300
300 consumed
total energy -22.8k
22.8k consumed consumed
total sulfur 12
12 sulfur generated
total uranium
total gold
total coal 12
12 coal generated
total pollution 120
120 pollution generated
total profit 600
600 profit
total workers 360/0
360 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

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10

10

has enough workers to operate has enough area to operate
operational
total area -10
10 consumed
total produce 10
10 produce generated
total workers
100
$100 tax income
total workers 10/0
10 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
0

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 has enough energy to operate has enough area to operate has enough money to operate has enough water to operate
operational
total area -500
500 consumed
total energy -50
50 consumed
total produce 25
25 produce generated
total water -25
25 consumed
total profit 200
200 profit
total workers 25/0
25 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
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

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 (+1)
health

5 (+2)
pollution

-1

431

has enough area to operate has enough money to operate
operational
total health 3,017
3,017 health generated
total area -4,310
4,310 consumed
total fun 1,724
1,724 fun generated
total pollution -431
-431 pollution generated
total expenses -2.15k
2,155 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+2)
health

6 (+2)
pollution

-3

205

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 1,640
1,640 health generated
total area -10.25k
10.25k consumed consumed
total fun 2,050
2,050 fun generated
total pollution -615
-615 pollution generated
total profit 18.45k
18,450 profit
total workers 1230/1
1230 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

67

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 536
536 health generated
total area -6,700
6,700 consumed
total fun 1,005
1,005 fun generated
total pollution -804
-804 pollution generated
total profit 25.46k
25,460 profit
total workers 402/3
402 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

103

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -206
206 consumed
total energy -20.6k
20.6k consumed consumed
total culture 103
103 culture generated
total profit 15.45k
15,450 profit
total workers 412/2
412 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

32

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -64
64 consumed
total energy -3,200
3,200 consumed
total profit 896
896 profit
total workers 96/0
96 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

16

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -48
-48 health generated
total area -240
240 consumed
total energy -30.4k
30.4k consumed consumed
total steel 160
160 steel generated
total pollution 16
16 pollution generated
total profit 2.4k
2,400 profit
total workers 320/0
320 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

49

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -98
98 consumed
total energy -39.2k
39.2k consumed consumed
total profit 19.36k
19,355 profit
total workers 980/1
980 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

40

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

26

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 -120
-120 health generated
total area -4,000
4,000 consumed
total energy -60k
60k consumed consumed
total fun -400
-400 fun generated
total pollution 40
40 pollution generated
total profit 99k
99,000 profit
total workers 10000/0
10000 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

37

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -185
185 consumed
total energy -11.1k
11.1k consumed consumed
total culture 37
37 culture generated
total fun 185
185 fun generated
total profit 3.33k
3,330 profit
total workers 370/0
370 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

32

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,280
1,280 consumed
total energy -16k
16k consumed consumed
total fun 320
320 fun generated
total profit 3.2k
3,200 profit
total workers 640/0
640 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

200

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 -2,000
2,000 consumed
total culture 1,000
1,000 culture generated
total fun 200
200 fun generated
total profit 94k
94,000 profit
total workers 600/4
600 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

39

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,730
2,730 consumed
total energy -9,750
9,750 consumed
total fun 351
351 fun generated
total pollution -39
-39 pollution generated
total profit 21.45k
21,450 profit
total workers 390/3
390 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

166

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -9,960
9,960 consumed
total energy -74.7k
74.7k consumed consumed
total fun 3,320
3,320 fun generated
total pollution -166
-166 pollution generated
total profit 202.52k
202,520 profit
total workers 1660/4
1660 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

32

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 320
320 health generated
total area -640
640 consumed
total energy -12.8k
12.8k consumed consumed
total profit 9.6k
9,600 profit
total workers 320/2
320 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

210

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 3,150
3,150 health generated
total area -840
840 consumed
total energy -10.5k
10.5k consumed consumed
total profit 325.5k
325,500 profit
total workers 2100/4
2100 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

2

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 -1,000
1,000 consumed
total energy -10k
10k consumed consumed
total sulfur -10
10 consumed
total steel -100
100 consumed
total missiles 2
2 missiles generated
total expenses -3.6k
-3,600 running expenses
total workers 20/5
20 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

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 -12.5k
12.5k consumed consumed
total shields 5
5 shields generated
total expenses -8k
-8,000 running expenses
total workers 50/2
50 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
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 12.04k/12.05k
total uranium uranium 2.25k/2.25k
total steel steel 15.95k/16.05k
total fish fish 50/50
total oil oil 1/50
total gas gas 1/50
total gold gold 1.25k/1.25k
total coal coal 1.25k/1.25k
total stone stone 1/50
total bread bread 50/50
total wheat wheat 1/50
total grapes grapes 50/50
total wood wood 1.05k/1.05k
total beer beer 1/50
total wine wine 1/50
total food food 221/250
total produce produce 380/400
total meat meat 1/50
total rice rice 1/50
total cows cows 1/50
total lithium lithium 1/50
total sand sand 1/50
total glass glass 1/50
total water water 25/50
total salt salt 1/50
total missiles missiles 250/250
total shields shields 1.3k/1.3k