Novac
contributor
This city has helped build the fragile.city codebase
Year Day Season Citizens Logs
miselin 14358 318 fall 12497
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
1.877k/day 263/12.76k 6823/19320 76100 12500 $12.958G $175.61k $67.205k 203.51k/487.75k 29.425k/40.65k 415 0 90 10 319

Job/tax levels

Level 0 0.5
2 citizens
15845 total jobs
5748 available jobs
Level 1 0.7
384 citizens
895 total jobs
145 available jobs
Level 2 0.6
384 citizens
592 total jobs
102 available jobs
Level 3 0.6
7896 citizens
938 total jobs
288 available jobs
Level 4 0.5
1914 citizens
650 total jobs
540 available jobs
Level 5 0.5
1917 citizens
400 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
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

10

has enough workers to operate has enough money to operate
operational
total health -20
-20 health generated
total area 500
500 area generated
total sprawl 30
30 sprawl generated
total profit 200
200 profit
total workers 100/0
100 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

40

has enough workers to operate has enough money to operate
operational
total area 40k
40k area generated
total sprawl 40
40 sprawl generated
total profit 400
400 profit
total workers 400/0
400 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

10

operational
total health 20
20 health generated
total area 100
100 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

5

operational
total health 5
5 health generated
total area 50
50 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

50

has enough area to operate
operational
total area -50
50 consumed
total housing 50
50 housing generated
total sprawl 50
50 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

35

has enough energy to operate has enough area to operate
operational
total area -35
35 consumed
total housing 70
70 housing generated
total energy -420
420 consumed
total sprawl 175
175 sprawl generated
total pollution 70
70 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

40

has enough energy to operate has enough area to operate
operational
total area -40
40 consumed
total housing 240
240 housing generated
total energy -720
720 consumed
total sprawl 120
120 sprawl generated
total pollution 200
200 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

50

has enough energy to operate has enough area to operate
operational
total area -500
500 consumed
total housing 1,000
1,000 housing generated
total energy -4,500
4,500 consumed
total pollution 750
750 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

50

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

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

54

has enough energy to operate has enough area to operate
operational
total area -1,080
1,080 consumed
total housing 5,400
5,400 housing generated
total energy -8,100
8,100 consumed
total pollution 2.7k
2,700 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
health

-10
pollution

30
0

natural_gas_plants

size

1
Requires:
area

15
money

20
lvl 1 workers

5
Produces:
energy

2000 (+600)
health

-5
pollution

15
0

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600 (+300)

35

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -175
175 consumed
total energy 31.5k
31.5k energy generated
total profit 3.85k
3,850 profit
total workers 350/1
350 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+250)

15

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -75
75 consumed
total energy 11.25k
11.25k energy generated
total profit 3.45k
3,450 profit
total workers 150/2
150 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

55

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -550
550 consumed
total energy 275k
275k energy generated
total expenses -1.1k
-1,100 running expenses
total workers 550/3
550 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000
water

10

20

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -200
200 consumed
total energy 20k
20k energy generated
total water 200
200 water generated
total profit 1.8k
1,800 profit
total workers 100/2
100 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

40

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -400
400 consumed
total pollution -4k
-4,000 pollution generated
total profit 62k
62,000 profit
total workers 400/5
400 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

55

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -275
275 consumed
total energy -33k
33k consumed consumed
total profit 2.2k
2,200 profit
total workers 550/0
550 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

20

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -160
160 consumed
total energy -16k
16k consumed consumed
total profit 2k
2,000 profit
total workers 200/1
200 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

20

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 -16k
16k consumed consumed
total profit 3.4k
3,400 profit
total workers 200/2
200 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

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 -200
200 consumed
total energy -12k
12k consumed consumed
total profit 3.3k
3,300 profit
total workers 100/3
100 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

10

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 -8,000
8,000 consumed
total profit 6k
6,000 profit
total workers 100/4
100 workers employed at level 4

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

65

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -325
-325 health generated
total area -1,625
1,625 consumed
total energy -123.5k
123.5k consumed consumed
total sulfur 65
65 sulfur generated
total uranium
total gold
total coal 65
65 coal generated
total pollution 650
650 pollution generated
total expenses -6.5k
-6,500 running expenses
total workers 1950/0
1950 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

1

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

lithium_mines

size

3
Requires:
area

10
energy

5000
money

1000
lvl 4 workers

20
Produces:
health

-50
lithium

1
pollution

50
Stores:
lithium

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

oil_wells

size

3
Requires:
area

10
energy

3000
money

1000
lvl 1 workers

20
Produces:
health

-50
oil

1
pollution

50
Stores:
oil

1000

1

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

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50

10

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

5

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

vineyards

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
grapes

1
Stores:
grapes

50

5

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

5

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

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 requires wheat to operate requires salt to operate
needs salt, 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
health

5 (+1)
pollution

-1

120

has enough area to operate has enough money to operate
operational
total health 720
720 health generated
total area -1,200
1,200 consumed
total fun 360
360 fun generated
total pollution -120
-120 pollution generated
total expenses -600
600 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (-2)
health

6
pollution

-3

20

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 (-5)
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

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 -2,000
2,000 consumed
total culture 10
10 culture generated
total profit 860
860 profit
total workers 40/2
40 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

40

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -80
80 consumed
total energy -4,000
4,000 consumed
total profit 520
520 profit
total workers 120/0
120 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

45

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

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 -8,000
8,000 consumed
total profit 2.75k
2,750 profit
total workers 200/1
200 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

27

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

13

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate
total health -81
-81 health generated
total area -2,700
2,700 consumed
total energy -40.5k
40.5k consumed consumed
total fun -270
-270 fun generated
total pollution 27
27 pollution generated
total profit 33.08k
33,075 profit
total workers 6750/0
6750 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

60

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

55

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

15

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

10

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

10

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

40

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
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

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

5

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

Resources

total sulfur sulfur 65.05k/65.05k
total uranium uranium 49/6.55k
total steel steel 0/50
total fish fish 0/1.05k
total oil oil 50/50
total gas gas 0/50
total gold gold 0/6.55k
total coal coal 0/6.55k
total stone stone 0/150
total bread bread 0/50
total wheat wheat 0/150
total grapes grapes 50/50
total wood wood 50/150
total beer beer 0/50
total wine wine 0/50
total food food 50/50
total produce produce 1/50
total meat meat 50/50
total rice rice 0/150
total cows cows 150/150
total lithium lithium 1.05k/1.05k
total sand sand 0/50
total glass glass 0/50
total water water 150/150
total salt salt 0/150
total missiles missiles 50/50
total shields shields 0/50