Kremanl Year Day Season Citizens Logs
colres 10614 107 spring 11674
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
1.051k/day 0/11.674k 4125/15799 285400 11680 $11.376G $158.245k $37.725k 192.438k/348.8k 23.091k/33.38k 232 0 334 0 943

Job/tax levels

Level 0 0.5
0 citizens
12060 total jobs
2086 available jobs
Level 1 0.7
439 citizens
1319 total jobs
789 available jobs
Level 2 0.7
212 citizens
762 total jobs
332 available jobs
Level 3 0.7
4852 citizens
868 total jobs
428 available jobs
Level 4 0.8
4135 citizens
520 total jobs
490 available jobs
Level 5 0.7
2036 citizens
270 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

18

has enough workers to operate has enough money to operate
operational
total health -36
-36 health generated
total area 900
900 area generated
total sprawl 54
54 sprawl generated
total profit 360
360 profit
total workers 180/0
180 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

31

has enough workers to operate has enough money to operate
operational
total area 31k
31k area generated
total sprawl 31
31 sprawl generated
total profit 310
310 profit
total workers 310/0
310 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

76

operational
total health 152
152 health generated
total area 760
760 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

72

operational
total health 72
72 health generated
total area 720
720 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

120

has enough area to operate
operational
total area -120
120 consumed
total housing 120
120 housing generated
total sprawl 120
120 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

9

has enough energy to operate has enough area to operate
operational
total area -9
9 consumed
total housing 54
54 housing generated
total energy -162
162 consumed
total sprawl 27
27 sprawl generated
total pollution 45
45 pollution generated

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

25

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

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

25

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

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

20

has enough energy to operate has enough area to operate
operational
total area -400
400 consumed
total housing 2,000
2,000 housing generated
total energy -3,000
3,000 consumed
total pollution 1k
1,000 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

17

has enough energy to operate has enough area to operate
operational
total area -1,700
1,700 consumed
total housing 8,500
8,500 housing generated
total energy -8,500
8,500 consumed
total pollution 1.7k
1,700 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

7

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -70
-70 health generated
total area -35
35 consumed
total energy 14k
14k energy generated
total pollution 210
210 pollution generated
total profit 105
105 profit
total workers 35/0
35 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

14

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -70
-70 health generated
total area -210
210 consumed
total energy 28k
28k energy generated
total pollution 210
210 pollution generated
total profit 700
700 profit
total workers 70/1
70 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

16

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -80
80 consumed
total energy 9,600
9,600 energy generated
total profit 1.76k
1,760 profit
total workers 160/1
160 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+100)

11

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -55
55 consumed
total energy 6,600
6,600 energy generated
total profit 2.97k
2,970 profit
total workers 110/2
110 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

25

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -250
250 consumed
total energy 125k
125k energy generated
total profit 1.5k
1,500 profit
total workers 250/3
250 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+300)
water

10

12

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -120
120 consumed
total energy 15.6k
15.6k energy generated
total water 120
120 water generated
total profit 1.32k
1,320 profit
total workers 60/2
60 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 -8.72k
-8,720 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

27

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -270
270 consumed
total pollution -2.7k
-2,700 pollution generated
total profit 59.13k
59,130 profit
total workers 270/5
270 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

19

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

28

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate
total area -95
95 consumed
total energy -11.4k
11.4k consumed consumed
total profit 760
760 profit
total workers 190/0
190 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

30

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 -24k
24k consumed consumed
total profit 3k
3,000 profit
total workers 300/1
300 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

25

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -250
250 consumed
total energy -20k
20k consumed consumed
total profit 5.25k
5,250 profit
total workers 250/2
250 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

19

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -380
380 consumed
total energy -22.8k
22.8k consumed consumed
total profit 7.79k
7,790 profit
total workers 190/3
190 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

14

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate

resources

Resource buildings are ways to generate in-game resources. Some regions have unique resource buildings.

mines

size

5
Requires:
area

25
energy

1900
money

250
lvl 0 workers

30
Produces:
coal

1
gold

random drop
health

-5
pollution

10
sulfur

1
uranium

random drop
Stores:
coal

100
gold

100
sulfur

1000
uranium

100

10

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate

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 1.56k
1,560 profit
total workers 20/4
20 workers employed at level 4

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100

1

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate

reservoirs

size

10
Requires:
area

500
energy

100
money

100
lvl 1 workers

5
Produces:
water

100
Stores:
water

1000

2

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate

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

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough water to operate
needs workers to operate

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50

4

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough water to operate
needs workers to operate

livestock_farms

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
cows

1
Stores:
cows

50

6

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough water to operate
needs workers to operate

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

requires 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
needs workers 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 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 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

requires workers to operate has enough energy to operate has enough area to operate has enough cows to operate
needs workers to operate

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

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 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
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 (+1)
pollution

-1

176

has enough area to operate has enough money to operate
operational
total health 1,056
1,056 health generated
total area -1,760
1,760 consumed
total fun 704
704 fun generated
total pollution -176
-176 pollution generated
total expenses -880
880 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+3)
health

6 (+1)
pollution

-3

59

requires workers to operate has enough area to operate has enough money to operate
needs workers to operate

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (+3)
health

5 (+1)
pollution

-12

23

requires workers to operate has enough area to operate has enough money to operate
needs workers to operate

libraries

size

1
Requires:
area

2
energy

200
money

10
lvl 2 workers

4
Produces:
culture

1
education

random drop

45

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate

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

30

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate

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

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

21

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate

distribution_centers

size

8
Requires:
area

100
energy

1500
money

25
lvl 0 workers

250
Produces:
fun

-10
health

-3
pollution

1

37

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -111
-111 health generated
total area -3,700
3,700 consumed
total energy -55.5k
55.5k consumed consumed
total fun -370
-370 fun generated
total pollution 37
37 pollution generated
total profit 45.33k
45,325 profit
total workers 9250/0
9250 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

46

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

29

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate

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

29

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

19

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate

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

14

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

16

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate

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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -100
100 consumed
total energy -2,500
2,500 consumed
total shields 1
1 shields generated
total expenses -1.72k
-1,720 running expenses
total workers 10/2
10 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate requires steel to operate requires sulfur to operate
needs steel, sulfur, to operate

storage

Storage buildings let you store more of certain resources.

wood_warehouses

size

5
Requires:
area

10
Stores:
wood

100

1

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

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

1

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

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

1

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

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

1

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

rock_yards

size

5
Requires:
area

20
Stores:
stone

100

1

has enough area to operate
operational
total area -20
20 consumed

water_tanks

size

5
Requires:
area

10
Stores:
water

100

1

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

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

1

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

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

1

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

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

1

requires workers to operate has enough energy to operate has enough area to operate
needs workers to operate

Resources

total sulfur sulfur 10/50
total uranium uranium 1.05k/1.05k
total steel steel 0/50
total fish fish 1.05k/1.05k
total oil oil 0/50
total gas gas 0/50
total gold gold 0/50
total coal coal 0/50
total stone stone 0/150
total bread bread 0/50
total wheat wheat 0/150
total grapes grapes 0/50
total wood wood 0/150
total beer beer 0/50
total wine wine 0/50
total food food 50/50
total produce produce 4/50
total meat meat 50/50
total rice rice 0/150
total cows cows 150/150
total lithium lithium 0/1.05k
total sand sand 0/50
total glass glass 0/50
total water water 150/150
total salt salt 150/150
total missiles missiles 50/50
total shields shields 150/300