Kingston Year Day Season Citizens Logs
Jamaica 14548 346 fall 11570
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
806/day -3.173k/8.397k 0/11527 928900 11580 $11.087G $250.669k $101.168k 279.711k/597.95k 2.21k/28.17k 734 0 3.428k 73 2.637k

Job/tax levels

Level 0 0.6
292 citizens
6047 total jobs
0 available jobs
Level 1 0.65
211 citizens
1937 total jobs
0 available jobs
Level 2 0.55
351 citizens
1073 total jobs
0 available jobs
Level 3 0.5
1827 citizens
1240 total jobs
0 available jobs
Level 4 0.5
6318 citizens
1010 total jobs
0 available jobs
Level 5 0.5
2571 citizens
220 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

32

has enough workers to operate has enough money to operate
operational
total health -64
-64 health generated
total area 1,600
1,600 area generated
total sprawl 96
96 sprawl generated
total profit 960
960 profit
total workers 320/0
320 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

25

has enough workers to operate has enough money to operate
operational
total area 25k
25k area generated
total sprawl 25
25 sprawl generated
total profit 500
500 profit
total workers 250/0
250 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

84

operational
total health 252
252 health generated
total area 840
840 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

73

operational
total health 73
73 health generated
total area 730
730 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

105

has enough area to operate
operational
total area -105
105 consumed
total housing 105
105 housing generated
total sprawl 105
105 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

63

has enough energy to operate has enough area to operate
operational
total area -63
63 consumed
total housing 126
126 housing generated
total energy -756
756 consumed
total sprawl 315
315 sprawl generated
total pollution 126
126 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

61

has enough energy to operate has enough area to operate
operational
total area -61
61 consumed
total housing 366
366 housing generated
total energy -1,098
1,098 consumed
total sprawl 183
183 sprawl generated
total pollution 305
305 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

58

has enough energy to operate has enough area to operate
operational
total area -580
580 consumed
total housing 1,160
1,160 housing generated
total energy -5,220
5,220 consumed
total pollution 870
870 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

72

has enough energy to operate has enough area to operate
operational
total area -360
360 consumed
total housing 1,440
1,440 housing generated
total energy -3,600
3,600 consumed
total pollution 864
864 pollution generated

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

10

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

energy

Energy buildings produce energy when they're operational. Energy is required to operate most other buildings. You need citizens to operate most of the energy buildings.

coal_plants

size

5
Requires:
area

5
money

10
lvl 0 workers

5
Produces:
energy

2000
health

-10
pollution

30
0

natural_gas_plants

size

1
Requires:
area

15
money

20
lvl 1 workers

5
Produces:
energy

2000
health

-5
pollution

15

37

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -185
-185 health generated
total area -555
555 consumed
total energy 74k
74k energy generated
total pollution 555
555 pollution generated
total profit 1.67k
1,665 profit
total workers 185/1
185 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

38

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -190
190 consumed
total energy 22.8k
22.8k energy generated
total profit 3.8k
3,800 profit
total workers 380/1
380 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-150)

29

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -145
145 consumed
total energy 10.15k
10.15k energy generated
total profit 6.09k
6,090 profit
total workers 290/2
290 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

34

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -340
340 consumed
total energy 170k
170k energy generated
total expenses -3.4k
-3,400 running expenses
total workers 340/3
340 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000
water

10

21

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -210
210 consumed
total energy 21k
21k energy generated
total water 210
210 water generated
total profit 1.68k
1,680 profit
total workers 105/2
105 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 -18.4k
-18,400 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

22

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -220
220 consumed
total pollution -2.2k
-2,200 pollution generated
total profit 34.1k
34,100 profit
total workers 220/5
220 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

33

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -165
165 consumed
total energy -19.8k
19.8k consumed consumed
total profit 1.65k
1,650 profit
total workers 330/0
330 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

28

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -224
224 consumed
total energy -22.4k
22.4k consumed consumed
total profit 2.52k
2,520 profit
total workers 280/1
280 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

24

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -240
240 consumed
total energy -19.2k
19.2k consumed consumed
total profit 3.6k
3,600 profit
total workers 240/2
240 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

22

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -440
440 consumed
total energy -26.4k
26.4k consumed consumed
total profit 5.5k
5,500 profit
total workers 220/3
220 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

17

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -510
510 consumed
total energy -13.6k
13.6k consumed consumed
total profit 10.2k
10,200 profit
total workers 170/4
170 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

3

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 -5,700
5,700 consumed
total wood 15
15 wood generated
total expenses -360
-360 running expenses
total workers 30/1
30 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

9

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -45
-45 health generated
total area -225
225 consumed
total energy -17.1k
17.1k consumed consumed
total sulfur 9
9 sulfur generated
total uranium
total gold
total coal 9
9 coal generated
total pollution 90
90 pollution generated
total expenses -630
-630 running expenses
total workers 270/0
270 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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -150
-150 health generated
total area -150
150 consumed
total energy -15k
15k consumed consumed
total uranium 3
3 uranium generated
total pollution 150
150 pollution generated
total profit 1.8k
1,800 profit
total workers 60/4
60 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

wheat_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
wheat

1
Stores:
wheat

50

2

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 -200
200 consumed
total energy -20
20 consumed
total wheat 2
2 wheat generated
total water -10
10 consumed
total profit 40
40 profit
total workers 10/0
10 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

2

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 -200
200 consumed
total energy -20
20 consumed
total produce 10
10 produce generated
total water -10
10 consumed
total profit 40
40 profit
total workers 10/0
10 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

2

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 -200
200 consumed
total energy -20
20 consumed
total cows 2
2 cows generated
total water -20
20 consumed
total profit 40
40 profit
total workers 10/0
10 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

2

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 -200
200 consumed
total energy -20
20 consumed
total grapes 2
2 grapes generated
total water -20
20 consumed
total profit 40
40 profit
total workers 10/0
10 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 requires rice to operate has enough water to operate
needs rice to operate

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50

1

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 requires bread to operate
needs bread to operate

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

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 meat to operate has enough water to operate requires bread to operate requires produce to operate
needs bread, produce, 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 requires produce to operate
needs produce to operate

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
44
$44 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 has enough wheat to operate requires salt to operate
needs salt to operate

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

141

has enough area to operate has enough money to operate
operational
total health 987
987 health generated
total area -1,410
1,410 consumed
total fun 564
564 fun generated
total pollution -141
-141 pollution generated
total expenses -705
705 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+2)
health

6 (+2)
pollution

-3

77

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 616
616 health generated
total area -3,850
3,850 consumed
total fun 770
770 fun generated
total pollution -231
-231 pollution generated
total profit 3.7k
3,696 profit
total workers 462/1
462 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

45

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 360
360 health generated
total area -4,500
4,500 consumed
total fun 675
675 fun generated
total pollution -540
-540 pollution generated
total profit 6.3k
6,300 profit
total workers 270/3
270 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

39

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -78
78 consumed
total energy -7,800
7,800 consumed
total culture 39
39 culture generated
total profit 3.04k
3,042 profit
total workers 156/2
156 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

64

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -128
128 consumed
total energy -6,400
6,400 consumed
total profit 1.02k
1,024 profit
total workers 192/0
192 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

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 -315
315 consumed
total energy -39.9k
39.9k consumed consumed
total steel 210
210 steel generated
total pollution 21
21 pollution generated
total profit 1.47k
1,470 profit
total workers 420/0
420 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

30

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 -24k
24k consumed consumed
total profit 7.65k
7,650 profit
total workers 600/1
600 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

13

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -39
-39 health generated
total area -1,300
1,300 consumed
total energy -19.5k
19.5k consumed consumed
total fun -130
-130 fun generated
total pollution 13
13 pollution generated
total profit 19.18k
19,175 profit
total workers 3250/0
3250 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

34

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -170
170 consumed
total energy -10.2k
10.2k consumed consumed
total culture 34
34 culture generated
total fun 170
170 fun generated
total profit 1.7k
1,700 profit
total workers 340/0
340 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

31

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,240
1,240 consumed
total energy -15.5k
15.5k consumed consumed
total fun 310
310 fun generated
total profit 620
620 profit
total workers 620/0
620 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

41

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,870
2,870 consumed
total energy -10.25k
10.25k consumed consumed
total fun 369
369 fun generated
total pollution -41
-41 pollution generated
total profit 6.15k
6,150 profit
total workers 410/3
410 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

35

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,100
2,100 consumed
total energy -15.75k
15.75k consumed consumed
total fun 700
700 fun generated
total pollution -35
-35 pollution generated
total profit 14.7k
14,700 profit
total workers 350/4
350 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

28

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 280
280 health generated
total area -560
560 consumed
total energy -11.2k
11.2k consumed consumed
total profit 3.36k
3,360 profit
total workers 280/2
280 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

41

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 615
615 health generated
total area -164
164 consumed
total energy -2,050
2,050 consumed
total profit 30.75k
30,750 profit
total workers 410/4
410 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

7

has enough area to operate
operational
total area -70
70 consumed

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

2

has enough area to operate
operational
total area -10
10 consumed

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

7

has enough area to operate
operational
total area -35
35 consumed

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

7

has enough area to operate
operational
total area -70
70 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

7

has enough area to operate
operational
total area -70
70 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

3

has enough area to operate
operational
total area -30
30 consumed

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

3

has enough area to operate
operational
total area -30
30 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
90
$90 tax income
total workers 15/0
15 workers employed at level 0

Resources

total sulfur sulfur 9.05k/9.05k
total uranium uranium 1.81k/3.95k
total steel steel 21k/21.05k
total fish fish 0/2.05k
total oil oil 0/50
total gas gas 0/50
total gold gold 0/950
total coal coal 0/950
total stone stone 0/750
total bread bread 0/1.55k
total wheat wheat 450/450
total grapes grapes 1.45k/1.65k
total wood wood 2.25k/2.25k
total beer beer 0/50
total wine wine 0/50
total food food 100/50
total produce produce 0/1.65k
total meat meat 1.6k/1.6k
total rice rice 0/350
total cows cows 449/450
total lithium lithium 0/7.05k
total sand sand 0/50
total glass glass 0/50
total water water 690/750
total salt salt 0/750
total missiles missiles 50/50
total shields shields 0/50