Ithea_II Year Day Season Citizens Logs
Ithea_II 14329 182 summer 11834
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
1.995k/day 0/11.834k 0/10135 2039780 11840 $9.358G $103.51k $87.79k 134.079k/418.7k 255/17.53k 145 0 1.047k 59 593

Job/tax levels

Level 0 1.0
2610 citizens
8179 total jobs
0 available jobs
Level 1 0.6
3923 citizens
701 total jobs
0 available jobs
Level 2 0.3
1118 citizens
407 total jobs
0 available jobs
Level 3 0.3
1053 citizens
351 total jobs
0 available jobs
Level 4 0.0
369 citizens
297 total jobs
0 available jobs
Level 5 0.0
2761 citizens
200 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
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

25

has enough workers to operate has enough money to operate
operational
total health -50
-50 health generated
total area 1,250
1,250 area generated
total sprawl 75
75 sprawl generated
total profit 1.75k
1,750 profit
total workers 250/0
250 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

16

has enough workers to operate has enough money to operate
operational
total area 16k
16k area generated
total sprawl 16
16 sprawl generated
total profit 960
960 profit
total workers 160/0
160 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

16

operational
total health 48
48 health generated
total area 160
160 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

12

operational
total health 12
12 health generated
total area 120
120 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

6

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate requires oil to operate
needs oil to operate
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 profit 40
40 profit
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

18

has enough area to operate
operational
total area -18
18 consumed
total housing 18
18 housing generated
total sprawl 18
18 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

3

has enough energy to operate has enough area to operate
operational
total area -3
3 consumed
total housing 6
6 housing generated
total energy -36
36 consumed
total sprawl 15
15 sprawl generated
total pollution 6
6 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

6

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -30
30 consumed
total housing 120
120 housing generated
total energy -420
420 consumed
total sprawl 6
6 sprawl generated
total expenses -600
600 running expenses

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

3

has enough energy to operate has enough area to operate
operational
total area -30
30 consumed
total housing 60
60 housing generated
total energy -270
270 consumed
total pollution 45
45 pollution generated

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

11

has enough energy to operate has enough area to operate
operational
total area -220
220 consumed
total housing 1,100
1,100 housing generated
total energy -1,650
1,650 consumed
total pollution 550
550 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

21

has enough energy to operate has enough area to operate
operational
total area -2,100
2,100 consumed
total housing 10.5k
10.5k housing generated
total energy -10.5k
10.5k consumed consumed
total pollution 2.1k
2,100 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

11

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -110
-110 health generated
total area -55
55 consumed
total energy 22k
22k energy generated
total pollution 330
330 pollution generated
total profit 440
440 profit
total workers 55/0
55 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

11

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -55
-55 health generated
total area -165
165 consumed
total energy 22k
22k energy generated
total pollution 165
165 pollution generated
total profit 440
440 profit
total workers 55/1
55 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

9

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -45
45 consumed
total energy 5,400
5,400 energy generated
total profit 810
810 profit
total workers 90/1
90 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+25)

12

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -60
60 consumed
total energy 6,300
6,300 energy generated
total profit 1.32k
1,320 profit
total workers 120/2
120 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
water

10

13

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -130
130 consumed
total energy 13k
13k energy generated
total water 130
130 water generated
total profit 390
390 profit
total workers 65/2
65 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

2

has enough workers to operate has enough area to operate has enough money to operate has enough uranium to operate
operational
total area -20
20 consumed
total energy 300k
300k energy generated
total uranium -2
2 consumed
total expenses -20k
-20,000 running expenses
total workers 20/4
20 workers employed at level 4

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

14

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -140
140 consumed
total pollution -1.4k
-1,400 pollution generated
total expenses -700
-700 running expenses
total workers 140/5
140 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

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 -3,000
3,000 consumed
total profit 450
450 profit
total workers 50/0
50 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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -24
24 consumed
total energy -2,400
2,400 consumed
total profit 240
240 profit
total workers 30/1
30 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

1

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 -1,200
1,200 consumed
total profit 90
90 profit
total workers 10/3
10 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -30
30 consumed
total energy -800
800 consumed
total expenses -200
-200 running expenses
total workers 10/4
10 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 -260
-260 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

50

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -250
-250 health generated
total area -1,250
1,250 consumed
total energy -95k
95k consumed consumed
total sulfur 50
50 sulfur generated
total uranium
total gold
total coal 50
50 coal generated
total pollution 500
500 pollution generated
total profit 2.5k
2,500 profit
total workers 1500/0
1500 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -100
-100 health generated
total area -100
100 consumed
total energy -10k
10k consumed consumed
total uranium 2
2 uranium generated
total pollution 100
100 pollution generated
total expenses -2k
-2,000 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

9

has enough workers to operate has enough area to operate
operational
total area -9
9 consumed
total produce 9
9 produce generated
total workers
90
$90 tax income
total workers 9/0
9 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

3

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 -300
300 consumed
total energy -30
30 consumed
total wheat 3
3 wheat generated
total water -15
15 consumed
total profit 120
120 profit
total workers 15/0
15 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

3

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 -300
300 consumed
total energy -30
30 consumed
total produce 15
15 produce generated
total water -15
15 consumed
total profit 120
120 profit
total workers 15/0
15 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

4

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 -400
400 consumed
total energy -40
40 consumed
total cows 4
4 cows generated
total water -40
40 consumed
total profit 160
160 profit
total workers 20/0
20 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

4

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 -400
400 consumed
total energy -40
40 consumed
total grapes 4
4 grapes generated
total water -40
40 consumed
total profit 160
160 profit
total workers 20/0
20 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 has enough energy to operate has enough area to operate has enough money to operate has enough rice to operate has enough water to operate
operational

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate requires rice to operate has enough water to operate
needs rice to operate
total area -2
2 consumed
total energy -50
50 consumed
total culture 1
1 culture generated
total fish -1
1 consumed
total food 10
10 food generated
total rice -1
1 consumed
total water -1
1 consumed
total profit 110
110 profit
total workers 5/3
5 workers employed at level 3

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough meat to operate has enough bread to operate
operational
total area -4
4 consumed
total energy -20
20 consumed
total bread -2
2 consumed
total food 50
50 food generated
total meat -2
2 consumed
total profit 100
100 profit
total workers 10/1
10 workers employed at level 1

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

2

has enough workers to operate has enough 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 requires bread to operate has enough produce to operate
needs bread, rice, to operate

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

1

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 requires wheat to operate has enough salt to operate
needs 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

1

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 -2
2 consumed
total energy -10
10 consumed
total grapes -1
1 consumed
total wine 1
1 wine generated
total water -1
1 consumed
total workers
60
$60 tax income
total workers 5/2
5 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
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

74

has enough area to operate has enough money to operate
operational
total health 518
518 health generated
total area -740
740 consumed
total fun 296
296 fun generated
total pollution -74
-74 pollution generated
total expenses -370
370 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+2)
health

6 (+2)
pollution

-3

26

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 208
208 health generated
total area -1,300
1,300 consumed
total fun 260
260 fun generated
total pollution -78
-78 pollution generated
total profit 1.09k
1,092 profit
total workers 156/1
156 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

26

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 208
208 health generated
total area -2,600
2,600 consumed
total fun 390
390 fun generated
total pollution -312
-312 pollution generated
total profit 1.14k
1,144 profit
total workers 156/3
156 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

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 -500
500 consumed
total profit 140
140 profit
total workers 15/0
15 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

31

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -93
-93 health generated
total area -465
465 consumed
total energy -58.9k
58.9k consumed consumed
total steel 310
310 steel generated
total pollution 31
31 pollution generated
total profit 4.65k
4,650 profit
total workers 620/0
620 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

17

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -34
34 consumed
total energy -13.6k
13.6k consumed consumed
total profit 4k
3,995 profit
total workers 340/1
340 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

21

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -63
-63 health generated
total area -2,100
2,100 consumed
total energy -31.5k
31.5k consumed consumed
total fun -210
-210 fun generated
total pollution 21
21 pollution generated
total profit 51.98k
51,975 profit
total workers 5250/0
5250 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

8

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 culture 8
8 culture generated
total fun 40
40 fun generated
total profit 720
720 profit
total workers 80/0
80 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -200
200 consumed
total energy -2,500
2,500 consumed
total fun 50
50 fun generated
total profit 500
500 profit
total workers 100/0
100 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

9

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -18
18 consumed
total energy -90
90 consumed
total culture 45
45 culture generated
total fun 9
9 fun generated
total expenses -90
-90 running expenses
total workers 27/4
27 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

8

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -560
560 consumed
total energy -2,000
2,000 consumed
total fun 72
72 fun generated
total pollution -8
-8 pollution generated
total expenses -80
-80 running expenses
total workers 80/3
80 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

7

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -420
420 consumed
total energy -3,150
3,150 consumed
total fun 140
140 fun generated
total pollution -7
-7 pollution generated
total expenses -2.66k
-2,660 running expenses
total workers 70/4
70 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

12

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 120
120 health generated
total area -240
240 consumed
total energy -4,800
4,800 consumed
total profit 240
240 profit
total workers 120/2
120 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

13

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 195
195 health generated
total area -52
52 consumed
total energy -650
650 consumed
total expenses -650
-650 running expenses
total workers 130/4
130 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 -10k
-10,000 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 -9.4k
-9,400 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

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 -400
400 consumed
total energy -10k
10k consumed consumed
total sulfur -40
40 consumed
total steel -200
200 consumed
total expenses -10k
-10,000 running expenses
total workers 40/5
40 workers employed at level 5

storage

Storage buildings let you store more of certain resources.

wood_warehouses

size

5
Requires:
area

10
Stores:
wood

100

5

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

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

5

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

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

5

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

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

5

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

rock_yards

size

5
Requires:
area

20
Stores:
stone

100

7

has enough area to operate
operational
total area -140
140 consumed

water_tanks

size

5
Requires:
area

10
Stores:
water

100

11

has enough area to operate
operational
total area -110
110 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

5

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

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

4

has enough area to operate
operational
total area -40
40 consumed

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

3

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -30
30 consumed
total energy -30
30 consumed
total workers
150
$150 tax income
total workers 15/0
15 workers employed at level 0

Resources

total sulfur sulfur 13/50.05k
total uranium uranium 7.05k/7.05k
total steel steel 30.75k/31.05k
total fish fish 4.07k/5.05k
total oil oil 1/50
total gas gas 150/150
total gold gold 5.05k/5.05k
total coal coal 5.05k/5.05k
total stone stone 1/750
total bread bread 1/1.55k
total wheat wheat 1/600
total grapes grapes 1.75k/1.75k
total wood wood 1.55k/1.55k
total beer beer 1/50
total wine wine 100/100
total food food 213/225
total produce produce 1.78k/1.79k
total meat meat 1.6k/1.6k
total rice rice 1/450
total cows cows 749/750
total lithium lithium 1/5.05k
total sand sand 1/50
total glass glass 1/50
total water water 1.03k/1.15k
total salt salt 1/550
total missiles missiles 250/250
total shields shields 3.3k/3.3k