Jeraton
This city is email-verified
Year Day Season Citizens Logs
cooliojazz 11215 32 winter 159106
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
-3.465k/day 0/159.106k 0/113315 18473300 159120 $593.608G $1.878M $619.025k 483.55k/2.611M 44.299k/270k 381 25 24.95k 2k 25.67k

Job/tax levels

Level 0 0.35
421 citizens
75750 total jobs
0 available jobs
Level 1 0.36
0 citizens
9950 total jobs
0 available jobs
Level 2 0.38
20 citizens
8825 total jobs
0 available jobs
Level 3 0.41
202 citizens
7250 total jobs
0 available jobs
Level 4 0.45
323 citizens
7700 total jobs
0 available jobs
Level 5 0.5
158140 citizens
3840 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
0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

250

has enough workers to operate has enough money to operate
operational
total area 250k
250k area generated
total sprawl 250
250 sprawl generated
total expenses -1.25k
-1,250 running expenses
total workers 2500/0
2500 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

1,000

operational
total health 3,000
3,000 health generated
total area 10k
10k area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

1,000

operational
total health 1,000
1,000 health generated
total area 10k
10k 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

106

has enough area to operate
operational
total area -106
106 consumed
total housing 106
106 housing generated
total sprawl 106
106 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

25

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -125
125 consumed
total housing 500
500 housing generated
total energy -1,750
1,750 consumed
total sprawl 25
25 sprawl generated
total expenses -2.5k
2,500 running expenses

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

50

has enough energy to operate has enough area to operate
operational
total area -250
250 consumed
total housing 1,000
1,000 housing generated
total energy -2,500
2,500 consumed
total pollution 600
600 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

200

has enough energy to operate has enough area to operate
operational
total area -4,000
4,000 consumed
total housing 20k
20k housing generated
total energy -30k
30k consumed consumed
total pollution 10k
10,000 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

275

has enough energy to operate has enough area to operate
operational
total area -27.5k
27.5k consumed consumed
total housing 137.5k
137.5k housing generated
total energy -137.5k
137.5k consumed consumed
total pollution 27.5k
27,500 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

100

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -1,000
-1,000 health generated
total area -500
500 consumed
total energy 200k
200k energy generated
total pollution 3k
3,000 pollution generated
total profit 750
750 profit
total workers 500/0
500 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

250

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,250
1,250 consumed
total energy 150k
150k energy generated
total profit 10.5k
10,500 profit
total workers 2500/1
2500 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-255)

250

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,250
1,250 consumed
total energy 61.25k
61.25k energy generated
total profit 35.5k
35,500 profit
total workers 2500/2
2500 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

100

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,000
1,000 consumed
total energy 500k
500k energy generated
total expenses -17.2k
-17,200 running expenses
total workers 1000/3
1000 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (-200)
water

10

250

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,500
2,500 consumed
total energy 200k
200k energy generated
total water 2,500
2,500 water generated
total profit 11.5k
11,500 profit
total workers 1250/2
1250 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

10

has enough workers to operate has enough area to operate has enough money to operate has enough uranium to operate
operational
total area -100
100 consumed
total energy 1.5M
1.5M energy generated
total uranium -10
10 consumed
total expenses -92.8k
-92,800 running expenses
total workers 100/4
100 workers employed at level 4

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

375

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -3,750
3,750 consumed
total pollution -37.5k
-37,500 pollution generated
total profit 581.25k
581,250 profit
total workers 3750/5
3750 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

150

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -750
750 consumed
total energy -90k
90k consumed consumed
total profit 3.75k
3,750 profit
total workers 1500/0
1500 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

125

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,000
1,000 consumed
total energy -100k
100k consumed consumed
total profit 4k
4,000 profit
total workers 1250/1
1250 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

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,000
1,000 consumed
total energy -80k
80k consumed consumed
total profit 8.2k
8,200 profit
total workers 1000/2
1000 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

75

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,500
1,500 consumed
total energy -90k
90k consumed consumed
total profit 13.35k
13,350 profit
total workers 750/3
750 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

50

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,500
1,500 consumed
total energy -40k
40k consumed consumed
total profit 26k
26,000 profit
total workers 500/4
500 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

25

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -625
625 consumed
total energy -47.5k
47.5k consumed consumed
total wood 125
125 wood generated
total expenses -4.45k
-4,450 running expenses
total workers 250/1
250 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

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -500
-500 health generated
total area -2,500
2,500 consumed
total energy -190k
190k consumed consumed
total sulfur 100
100 sulfur generated
total uranium
total gold
total coal 100
100 coal generated
total pollution 1k
1,000 pollution generated
total expenses -14.5k
-14,500 running expenses
total workers 3000/0
3000 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

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -500
-500 health generated
total area -500
500 consumed
total energy -50k
50k consumed consumed
total uranium 10
10 uranium generated
total pollution 500
500 pollution generated
total profit 4.4k
4,400 profit
total workers 200/4
200 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

200

has enough workers to operate has enough area to operate
operational
total area -200
200 consumed
total produce 200
200 produce generated
total workers
700
$700 tax income
total workers 200/0
200 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

75

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 -7,500
7,500 consumed
total energy -750
750 consumed
total wheat 75
75 wheat generated
total water -375
375 consumed
total profit 562
562 profit
total workers 375/0
375 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

25

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 -2,500
2,500 consumed
total energy -250
250 consumed
total produce 125
125 produce generated
total water -125
125 consumed
total profit 187
187 profit
total workers 125/0
125 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

25

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 -2,500
2,500 consumed
total energy -250
250 consumed
total cows 25
25 cows generated
total water -250
250 consumed
total profit 187
187 profit
total workers 125/0
125 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

25

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 -2,500
2,500 consumed
total energy -250
250 consumed
total grapes 25
25 grapes generated
total water -250
250 consumed
total profit 187
187 profit
total workers 125/0
125 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

10

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 -20
20 consumed
total energy -100
100 consumed
total bread -10
10 consumed
total food 250
250 food generated
total meat -10
10 consumed
total profit 260
260 profit
total workers 50/1
50 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
0

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

5

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 25
25 health generated
total area -25
25 consumed
total food 250
250 food generated
total produce -25
25 consumed
total workers
380
$380 tax income
total workers 25/2
25 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

25

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -50
50 consumed
total energy -125
125 consumed
total meat 250
250 meat generated
total cows -25
25 consumed
total workers
760
$760 tax income
total workers 50/2
50 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

10

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 has enough wheat to operate has enough salt to operate
operational
total area -50
50 consumed
total energy -100
100 consumed
total bread 10
10 bread generated
total wheat -50
50 consumed
total water -50
50 consumed
total salt -10
10 consumed
total profit 260
260 profit
total workers 50/1
50 workers employed at level 1

wineries

size

4
Requires:
area

2
energy

10
grapes

1
water

1
lvl 2 workers

5
Produces:
wine

1
Stores:
wine

50

25

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 -50
50 consumed
total energy -250
250 consumed
total grapes -25
25 consumed
total wine 25
25 wine generated
total water -25
25 consumed
total workers
1.9k
$1,900 tax income
total workers 125/2
125 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

25

has enough workers to operate has enough energy to operate has enough area to operate has enough water to operate has enough wheat to operate
operational
total area -50
50 consumed
total energy -250
250 consumed
total wheat -25
25 consumed
total beer 25
25 beer generated
total water -25
25 consumed
total workers
1.9k
$1,900 tax income
total workers 125/2
125 workers employed at level 2

bars

size

2
Requires:
area

2
beer

1
energy

5
wine

1
lvl 1 workers

2
Produces:
crime

1
fun

10

25

has enough workers to operate has enough energy to operate has enough area to operate has enough beer to operate has enough wine to operate
operational
total area -50
50 consumed
total energy -125
125 consumed
total fun 250
250 fun generated
total beer -25
25 consumed
total wine -25
25 consumed
total workers
360
$360 tax income
total workers 50/1
50 workers employed at level 1

civic

Civic buildings add other benefits citizens like — jobs, fun, etc.

parks

size

1
Requires:
area

10
money

5
Produces:
fun

3 (+1)
health

5 (+2)
pollution

-1

1,500

has enough area to operate has enough money to operate
operational
total health 10.5k
10.5k health generated
total area -15k
15k consumed consumed
total fun 6,000
6,000 fun generated
total pollution -1.5k
-1,500 pollution generated
total expenses -7.5k
7,500 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+2)
health

6 (+2)
pollution

-3

300

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 2,400
2,400 health generated
total area -15k
15k consumed consumed
total fun 3,000
3,000 fun generated
total pollution -900
-900 pollution generated
total profit 3.96k
3,960 profit
total workers 1800/1
1800 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

500

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 4,000
4,000 health generated
total area -50k
50k consumed consumed
total fun 7,500
7,500 fun generated
total pollution -6k
-6,000 pollution generated
total profit 48.4k
48,400 profit
total workers 3000/3
3000 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

300

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -600
600 consumed
total energy -60k
60k consumed consumed
total culture 300
300 culture generated
total profit 15.24k
15,240 profit
total workers 1200/2
1200 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

100

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 -10k
10k consumed consumed
total profit 850
850 profit
total workers 300/0
300 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

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -300
-300 health generated
total area -1,500
1,500 consumed
total energy -190k
190k consumed consumed
total steel 1,000
1,000 steel generated
total pollution 100
100 pollution generated
total profit 2k
2,000 profit
total workers 2000/0
2000 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

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 -160k
160k consumed consumed
total profit 27.8k
27,800 profit
total workers 4000/1
4000 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

235

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -705
-705 health generated
total area -23.5k
23.5k consumed consumed
total energy -352.5k
352.5k consumed consumed
total fun -2,350
-2,350 fun generated
total pollution 235
235 pollution generated
total profit 199.75k
199,750 profit
total workers 58750/0
58750 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

200

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,000
1,000 consumed
total energy -60k
60k consumed consumed
total culture 200
200 culture generated
total fun 1,000
1,000 fun generated
total profit 5k
5,000 profit
total workers 2000/0
2000 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

200

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -8,000
8,000 consumed
total energy -100k
100k consumed consumed
total fun 2,000
2,000 fun generated
total expenses -6k
-6,000 running expenses
total workers 4000/0
4000 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

300

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -600
600 consumed
total energy -3,000
3,000 consumed
total culture 1,500
1,500 culture generated
total fun 300
300 fun generated
total profit 61.8k
61,800 profit
total workers 900/4
900 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

250

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -17.5k
17.5k consumed consumed
total energy -62.5k
62.5k consumed consumed
total fun 2,250
2,250 fun generated
total pollution -250
-250 pollution generated
total profit 19.5k
19,500 profit
total workers 2500/3
2500 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

250

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -15k
15k consumed consumed
total energy -112.5k
112.5k consumed consumed
total fun 5,000
5,000 fun generated
total pollution -250
-250 pollution generated
total profit 85k
85,000 profit
total workers 2500/4
2500 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

250

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 2,500
2,500 health generated
total area -5,000
5,000 consumed
total energy -100k
100k consumed consumed
total profit 13k
13,000 profit
total workers 2500/2
2500 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

350

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 5,250
5,250 health generated
total area -1,400
1,400 consumed
total energy -17.5k
17.5k consumed consumed
total profit 234.5k
234,500 profit
total workers 3500/4
3500 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

1

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 -500
500 consumed
total energy -5,000
5,000 consumed
total sulfur -5
5 consumed
total steel -50
50 consumed
total missiles 1
1 missiles generated
total expenses -3.4k
-3,400 running expenses
total workers 10/5
10 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 -9.24k
-9,240 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

4

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 -800
800 consumed
total energy -20k
20k consumed consumed
total sulfur -80
80 consumed
total steel -400
400 consumed
total expenses -7.2k
-7,200 running expenses
total workers 80/5
80 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

50

has enough area to operate
operational
total area -500
500 consumed

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

50

has enough area to operate
operational
total area -500
500 consumed

rock_yards

size

5
Requires:
area

20
Stores:
stone

100
0

water_tanks

size

5
Requires:
area

10
Stores:
water

100

25

has enough area to operate
operational
total area -250
250 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100
0

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

25

has enough area to operate
operational
total area -250
250 consumed

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

50

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -500
500 consumed
total energy -500
500 consumed
total workers
875
$875 tax income
total workers 250/0
250 workers employed at level 0

Resources

total sulfur sulfur 99.97k/100.05k
total uranium uranium 20.04k/20.05k
total steel steel 99.6k/100.05k
total fish fish 50/50
total oil oil 1/50
total gas gas 1/50
total gold gold 10.05k/10.05k
total coal coal 10.05k/10.05k
total stone stone 1/50
total bread bread 13.24k/25.55k
total wheat wheat 6.22k/6.3k
total grapes grapes 26.27k/26.3k
total wood wood 17.55k/17.55k
total beer beer 1.27k/1.3k
total wine wine 1.27k/1.3k
total food food 641/800
total produce produce 28.27k/28.3k
total meat meat 26.29k/26.3k
total rice rice 1/2.55k
total cows cows 1.27k/1.3k
total lithium lithium 1/50
total sand sand 1/50
total glass glass 1/50
total water water 1.45k/2.55k
total salt salt 5.03k/5.05k
total missiles missiles 150/150
total shields shields 5.3k/5.3k