Mideen Year Day Season Citizens Logs
logiar 9778 50 winter 10610
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
-5.016k/day 19/10.629k 0/8316 96000 10620 $69.547G $292.795k $82.644k 102.91k/362.2k 3.681k/25.58k 112 0 1.615k 88 1.463k

Job/tax levels

Level 0 0.5
0 citizens
3481 total jobs
0 available jobs
Level 1 0.5
251 citizens
1187 total jobs
0 available jobs
Level 2 0.5
138 citizens
1220 total jobs
0 available jobs
Level 3 0.5
5542 citizens
778 total jobs
0 available jobs
Level 4 0.5
3356 citizens
700 total jobs
0 available jobs
Level 5 0.5
1323 citizens
950 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

23

has enough workers to operate has enough money to operate
operational
total area 23k
23k area generated
total sprawl 23
23 sprawl generated
total profit 230
230 profit
total workers 230/0
230 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

129

operational
total health 387
387 health generated
total area 1,290
1,290 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

129

operational
total health 129
129 health generated
total area 1,290
1,290 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

25

has enough area to operate
operational
total area -25
25 consumed
total housing 25
25 housing generated
total sprawl 25
25 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

8

has enough energy to operate has enough area to operate
operational
total area -8
8 consumed
total housing 16
16 housing generated
total energy -96
96 consumed
total sprawl 40
40 sprawl generated
total pollution 16
16 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

8

has enough energy to operate has enough area to operate
operational
total area -8
8 consumed
total housing 48
48 housing generated
total energy -144
144 consumed
total sprawl 24
24 sprawl generated
total pollution 40
40 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

30

has enough energy to operate has enough area to operate
operational
total area -300
300 consumed
total housing 600
600 housing generated
total energy -2,700
2,700 consumed
total pollution 450
450 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

32

has enough energy to operate has enough area to operate
operational
total area -160
160 consumed
total housing 640
640 housing generated
total energy -1,600
1,600 consumed
total pollution 384
384 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

43

has enough energy to operate has enough area to operate
operational
total area -860
860 consumed
total housing 4,300
4,300 housing generated
total energy -6,450
6,450 consumed
total pollution 2.15k
2,150 pollution generated

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 (+1000)
health

-10
pollution

30

9

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -90
-90 health generated
total area -45
45 consumed
total energy 27k
27k energy generated
total pollution 270
270 pollution generated
total profit 135
135 profit
total workers 45/0
45 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

2

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -10
-10 health generated
total area -30
30 consumed
total energy 4,000
4,000 energy generated
total pollution 30
30 pollution generated
total profit 60
60 profit
total workers 10/1
10 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

56

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -280
280 consumed
total energy 33.6k
33.6k energy generated
total profit 3.92k
3,920 profit
total workers 560/1
560 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-150)

44

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -220
220 consumed
total energy 15.4k
15.4k energy generated
total profit 8.36k
8,360 profit
total workers 440/2
440 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

19

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -190
190 consumed
total energy 95k
95k energy generated
total expenses -1.9k
-1,900 running expenses
total workers 190/3
190 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+200)
water

10

31

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -310
310 consumed
total energy 37.2k
37.2k energy generated
total water 310
310 water generated
total profit 2.17k
2,170 profit
total workers 155/2
155 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 -9.2k
-9,200 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

93

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -930
930 consumed
total pollution -9.3k
-9,300 pollution generated
total profit 144.15k
144,150 profit
total workers 930/5
930 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

30

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -150
150 consumed
total energy -18k
18k consumed consumed
total profit 1.2k
1,200 profit
total workers 300/0
300 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

26

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -208
208 consumed
total energy -20.8k
20.8k consumed consumed
total profit 1.56k
1,560 profit
total workers 260/1
260 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

22

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -220
220 consumed
total energy -17.6k
17.6k consumed consumed
total profit 2.86k
2,860 profit
total workers 220/2
220 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

18

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -360
360 consumed
total energy -21.6k
21.6k consumed consumed
total profit 4.5k
4,500 profit
total workers 180/3
180 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

16

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -480
480 consumed
total energy -12.8k
12.8k consumed consumed
total profit 9.6k
9,600 profit
total workers 160/4
160 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -25
25 consumed
total energy -1,900
1,900 consumed
total wood 5
5 wood generated
total expenses -150
-150 running expenses
total workers 10/1
10 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

20

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 -500
500 consumed
total energy -38k
38k consumed consumed
total sulfur 20
20 sulfur generated
total uranium
total gold
total coal 20
20 coal generated
total pollution 200
200 pollution generated
total expenses -2k
-2,000 running expenses
total workers 600/0
600 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 1.2k
1,200 profit
total workers 40/4
40 workers employed at level 4

quarries

size

5
Requires:
area

100
energy

500
money

1000
lvl 4 workers

20
Produces:
stone

1
Stores:
stone

100

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -300
300 consumed
total energy -1,500
1,500 consumed
total stone 3
3 stone generated
total profit 1.8k
1,800 profit
total workers 60/4
60 workers employed at level 4

reservoirs

size

10
Requires:
area

500
energy

100
money

100
lvl 1 workers

5
Produces:
water

100
Stores:
water

1000

7

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -3,500
3,500 consumed
total energy -700
700 consumed
total water 700
700 water generated
total expenses -350
-350 running expenses
total workers 35/1
35 workers employed at level 1

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

rice_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
rice

1
Stores:
rice

50

5

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 -500
500 consumed
total energy -50
50 consumed
total rice 5
5 rice generated
total water -25
25 consumed
total profit 75
75 profit
total workers 25/0
25 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

5

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 -500
500 consumed
total energy -50
50 consumed
total produce 25
25 produce generated
total water -25
25 consumed
total profit 75
75 profit
total workers 25/0
25 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

5

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 -500
500 consumed
total energy -50
50 consumed
total cows 5
5 cows generated
total water -50
50 consumed
total profit 75
75 profit
total workers 25/0
25 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

5

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 -500
500 consumed
total energy -50
50 consumed
total grapes 5
5 grapes generated
total water -50
50 consumed
total profit 75
75 profit
total workers 25/0
25 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
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

90

has enough area to operate has enough money to operate
operational
total health 630
630 health generated
total area -900
900 consumed
total fun 180
180 fun generated
total pollution -90
-90 pollution generated
total expenses -450
450 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (-1)
health

6 (+2)
pollution

-3

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 -1,100
1,100 consumed
total fun 154
154 fun generated
total pollution -66
-66 pollution generated
total profit 660
660 profit
total workers 132/1
132 workers employed at level 1

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (-2)
health

5 (+2)
pollution

-12

13

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 91
91 health generated
total area -1,300
1,300 consumed
total fun 104
104 fun generated
total pollution -156
-156 pollution generated
total profit 1.82k
1,820 profit
total workers 78/3
78 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

60

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -120
120 consumed
total energy -12k
12k consumed consumed
total culture 60
60 culture generated
total profit 4.2k
4,200 profit
total workers 240/2
240 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

12

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -24
24 consumed
total energy -1,200
1,200 consumed
total profit 156
156 profit
total workers 36/0
36 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

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -30
-30 health generated
total area -150
150 consumed
total energy -19k
19k consumed consumed
total steel 100
100 steel generated
total pollution 10
10 pollution generated
total profit 500
500 profit
total workers 200/0
200 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

9

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -18
18 consumed
total energy -7,200
7,200 consumed
total profit 1.75k
1,755 profit
total workers 180/1
180 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

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -15
-15 health generated
total area -500
500 consumed
total energy -7,500
7,500 consumed
total fun -50
-50 fun generated
total pollution 5
5 pollution generated
total profit 6.13k
6,125 profit
total workers 1250/0
1250 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

28

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -140
140 consumed
total energy -8,400
8,400 consumed
total culture 28
28 culture generated
total fun 140
140 fun generated
total profit 1.12k
1,120 profit
total workers 280/0
280 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

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 -880
880 consumed
total energy -11k
11k consumed consumed
total fun 220
220 fun generated
total profit 0
0 profit
total workers 440/0
440 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

33

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,310
2,310 consumed
total energy -8,250
8,250 consumed
total fun 297
297 fun generated
total pollution -33
-33 pollution generated
total profit 4.95k
4,950 profit
total workers 330/3
330 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

26

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,560
1,560 consumed
total energy -11.7k
11.7k consumed consumed
total fun 520
520 fun generated
total pollution -26
-26 pollution generated
total profit 10.92k
10,920 profit
total workers 260/4
260 workers employed at level 4

travel

Travel buildings increase your city's desirability.

ski_resorts

size

3
Requires:
area

50
energy

400
money

1000
lvl 2 workers

25
Produces:
fun

50
health

10

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 10
10 health generated
total area -50
50 consumed
total energy -400
400 consumed
total fun 50
50 fun generated
total expenses -500
-500 running expenses
total workers 25/2
25 workers employed at level 2

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

13

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 130
130 health generated
total area -260
260 consumed
total energy -5,200
5,200 consumed
total profit 1.3k
1,300 profit
total workers 130/2
130 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

17

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 255
255 health generated
total area -68
68 consumed
total energy -850
850 consumed
total profit 12.75k
12,750 profit
total workers 170/4
170 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

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 -1.8k
-1,800 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 has enough steel to operate has enough sulfur to operate
operational
total area -200
200 consumed
total energy -5,000
5,000 consumed
total sulfur -20
20 consumed
total steel -100
100 consumed
total expenses -1.8k
-1,800 running expenses
total workers 20/5
20 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
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 18.71k/20.05k
total uranium uranium 4.05k/4.05k
total steel steel 9.95k/10.05k
total fish fish 0/50
total oil oil 0/50
total gas gas 0/50
total gold gold 2.05k/2.05k
total coal coal 2.05k/2.05k
total stone stone 350/350
total bread bread 0/50
total wheat wheat 0/50
total grapes grapes 300/300
total wood wood 550/550
total beer beer 0/50
total wine wine 0/50
total food food 0/50
total produce produce 300/300
total meat meat 0/50
total rice rice 300/300
total cows cows 300/300
total lithium lithium 0/50
total sand sand 0/50
total glass glass 0/50
total water water 6.9k/7.05k
total salt salt 0/50
total missiles missiles 0/50
total shields shields 1.3k/1.3k