Medford Year Day Season Citizens Logs
Beric 14323 1 winter 8197
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
1.393k/day -3.954k/4.243k 0/7365 0 0 $6.092G $130.124k $59.235k 140.11k/373.21k 1.16k/15.81k 120 0 1.878k 30 1.52k

Job/tax levels

Level 0 0.8
96 citizens
3770 total jobs
0 available jobs
Level 1 0.6
26 citizens
1477 total jobs
0 available jobs
Level 2 0.4
28 citizens
776 total jobs
0 available jobs
Level 3 0.4
10 citizens
642 total jobs
0 available jobs
Level 4 0.4
112 citizens
560 total jobs
0 available jobs
Level 5 0.3
7925 citizens
140 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

21

has enough workers to operate has enough money to operate
operational
total health -42
-42 health generated
total area 1,050
1,050 area generated
total sprawl 63
63 sprawl generated
total profit 1.05k
1,050 profit
total workers 210/0
210 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

14

has enough workers to operate has enough money to operate
operational
total area 14k
14k area generated
total sprawl 14
14 sprawl generated
total profit 560
560 profit
total workers 140/0
140 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

40

operational
total health 120
120 health generated
total area 400
400 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

36

operational
total health 36
36 health generated
total area 360
360 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

43

has enough area to operate
operational
total area -43
43 consumed
total housing 43
43 housing generated
total sprawl 43
43 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5
0

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3
0

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1
0

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

20

has enough energy to operate has enough area to operate
operational
total area -200
200 consumed
total housing 400
400 housing generated
total energy -1,800
1,800 consumed
total pollution 300
300 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

23

has enough energy to operate has enough area to operate
operational
total area -460
460 consumed
total housing 2,300
2,300 housing generated
total energy -3,450
3,450 consumed
total pollution 1.15k
1,150 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

2

has enough energy to operate has enough area to operate
operational
total area -200
200 consumed
total housing 1,000
1,000 housing generated
total energy -1,000
1,000 consumed
total pollution 200
200 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

28

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -280
-280 health generated
total area -140
140 consumed
total energy 56k
56k energy generated
total pollution 840
840 pollution generated
total profit 840
840 profit
total workers 140/0
140 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

25

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -125
-125 health generated
total area -375
375 consumed
total energy 50k
50k energy generated
total pollution 375
375 pollution generated
total profit 1k
1,000 profit
total workers 125/1
125 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

22

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -110
110 consumed
total energy 13.2k
13.2k energy generated
total profit 1.98k
1,980 profit
total workers 220/1
220 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-255)

18

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -90
90 consumed
total energy 4,410
4,410 energy generated
total profit 2.7k
2,700 profit
total workers 180/2
180 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

18

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -180
180 consumed
total energy 90k
90k energy generated
total expenses -3.24k
-3,240 running expenses
total workers 180/3
180 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (-200)
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 9,600
9,600 energy generated
total water 120
120 water generated
total profit 600
600 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 -9.36k
-9,360 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

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 profit 12.74k
12,740 profit
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

42

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -210
210 consumed
total energy -25.2k
25.2k consumed consumed
total profit 2.94k
2,940 profit
total workers 420/0
420 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

33

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -264
264 consumed
total energy -26.4k
26.4k consumed consumed
total profit 2.64k
2,640 profit
total workers 330/1
330 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

28

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -280
280 consumed
total energy -22.4k
22.4k consumed consumed
total profit 2.52k
2,520 profit
total workers 280/2
280 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 3.74k
3,740 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

20

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 -16k
16k consumed consumed
total profit 8.8k
8,800 profit
total workers 200/4
200 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
0

mines

size

5
Requires:
area

25
energy

1900
money

250
lvl 0 workers

30
Produces:
coal

1
gold

random drop
health

-5
pollution

10
sulfur

1
uranium

random drop
Stores:
coal

100
gold

100
sulfur

1000
uranium

100

12

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

uranium_mines

size

3
Requires:
area

50
energy

5000
money

1000
lvl 4 workers

20
Produces:
health

-50
pollution

50
uranium

1
Stores:
uranium

1000

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 profit 560
560 profit
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
0

wheat_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
wheat

1
Stores:
wheat

50
0

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50
0

livestock_farms

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
cows

1
Stores:
cows

50
0

vineyards

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
grapes

1
Stores:
grapes

50
0

food

Food buildings allow you to distribute food to your citizens.

sushi_restaurants

size

2
Requires:
area

2
energy

50
fish

1
money

10
rice

1
water

1
lvl 3 workers

5
Produces:
culture

1
food

10
Stores:
food

25
0

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50
0

grocery_stores

size

5
Requires:
area

5
bread

5
energy

10
fish

1
meat

1
money

100
produce

1
rice

5
water

1
lvl 1 workers

15
Produces:
food

100
Stores:
food

1000
0

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50
0

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50
0

bakeries

size

2
Requires:
area

5
energy

10
money

10
salt

1
water

5
wheat

5
lvl 1 workers

5
Produces:
bread

1
Stores:
bread

50
0

wineries

size

4
Requires:
area

2
energy

10
grapes

1
water

1
lvl 2 workers

5
Produces:
wine

1
Stores:
wine

50
0

breweries

size

4
Requires:
area

2
energy

10
water

1
wheat

1
lvl 2 workers

5
Produces:
beer

1
Stores:
beer

50
0

bars

size

2
Requires:
area

2
beer

1
energy

5
wine

1
lvl 1 workers

2
Produces:
crime

1
fun

10
0

civic

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

parks

size

1
Requires:
area

10
money

5
Produces:
fun

3 (+1)
health

5 (+2)
pollution

-1

121

has enough area to operate has enough money to operate
operational
total health 847
847 health generated
total area -1,210
1,210 consumed
total fun 484
484 fun generated
total pollution -121
-121 pollution generated
total expenses -605
605 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+2)
health

6 (+2)
pollution

-3

67

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 536
536 health generated
total area -3,350
3,350 consumed
total fun 670
670 fun generated
total pollution -201
-201 pollution generated
total profit 2.81k
2,814 profit
total workers 402/1
402 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

22

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 176
176 health generated
total area -2,200
2,200 consumed
total fun 330
330 fun generated
total pollution -264
-264 pollution generated
total profit 2.02k
2,024 profit
total workers 132/3
132 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

19

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -38
38 consumed
total energy -3,800
3,800 consumed
total culture 19
19 culture generated
total profit 1.03k
1,026 profit
total workers 76/2
76 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

10

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 -1,000
1,000 consumed
total profit 220
220 profit
total workers 30/0
30 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

8

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -24
-24 health generated
total area -120
120 consumed
total energy -15.2k
15.2k consumed consumed
total steel 80
80 steel generated
total pollution 8
8 pollution generated
total profit 880
880 profit
total workers 160/0
160 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

20

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 -16k
16k consumed consumed
total profit 4.7k
4,700 profit
total workers 400/1
400 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

8

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -24
-24 health generated
total area -800
800 consumed
total energy -12k
12k consumed consumed
total fun -80
-80 fun generated
total pollution 8
8 pollution generated
total profit 15.8k
15,800 profit
total workers 2000/0
2000 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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -55
55 consumed
total energy -3,300
3,300 consumed
total culture 11
11 culture generated
total fun 55
55 fun generated
total profit 770
770 profit
total workers 110/0
110 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

10

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 -5,000
5,000 consumed
total fun 100
100 fun generated
total profit 600
600 profit
total workers 200/0
200 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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -770
770 consumed
total energy -2,750
2,750 consumed
total fun 99
99 fun generated
total pollution -11
-11 pollution generated
total profit 770
770 profit
total workers 110/3
110 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -660
660 consumed
total energy -4,950
4,950 consumed
total fun 220
220 fun generated
total pollution -11
-11 pollution generated
total profit 2.86k
2,860 profit
total workers 110/4
110 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

16

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 160
160 health generated
total area -320
320 consumed
total energy -6,400
6,400 consumed
total profit 960
960 profit
total workers 160/2
160 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

20

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 -80
80 consumed
total energy -1,000
1,000 consumed
total profit 11.8k
11,800 profit
total workers 200/4
200 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

2

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 -5,000
5,000 consumed
total shields 2
2 shields generated
total expenses -3.68k
-3,680 running expenses
total workers 20/2
20 workers employed at level 2

missile_defense_arrays

size

1
Requires:
area

200
energy

5000
money

5000
steel

100
sulfur

20
lvl 5 workers

20
Stores:
shields

1000
0

storage

Storage buildings let you store more of certain resources.

wood_warehouses

size

5
Requires:
area

10
Stores:
wood

100
0

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000
0

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000
0

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100
0

rock_yards

size

5
Requires:
area

20
Stores:
stone

100
0

water_tanks

size

5
Requires:
area

10
Stores:
water

100
0

cow_pens

size

5
Requires:
area

10
Stores:
cows

100
0

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100
0

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500
0

Resources

total sulfur sulfur 12.05k/12.05k
total uranium uranium 2.05k/3.25k
total steel steel 8k/8.05k
total fish fish 0/50
total oil oil 0/50
total gas gas 0/50
total gold gold 0/1.25k
total coal coal 0/1.25k
total stone stone 0/50
total bread bread 0/50
total wheat wheat 0/50
total grapes grapes 0/50
total wood wood 0/50
total beer beer 0/50
total wine wine 0/50
total food food 0/50
total produce produce 0/50
total meat meat 0/50
total rice rice 0/50
total cows cows 0/50
total lithium lithium 0/50
total sand sand 0/50
total glass glass 0/50
total water water 50/50
total salt salt 0/50
total missiles missiles 0/50
total shields shields 250/550