Oxford, NL Year Day Season Citizens Logs
um-151 22503 154 spring 22737
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
4.249k/day 0/22.737k 0/3185 548480 22740 $1.314G $213.796k $48.359k 153.836k/275.15k 17/9.69k 157 1 555 86 474

Job/tax levels

Level 0 0.05
0 citizens
1302 total jobs
0 available jobs
Level 1 0.2
0 citizens
300 total jobs
0 available jobs
Level 2 0.3
0 citizens
335 total jobs
0 available jobs
Level 3 0.4
0 citizens
320 total jobs
0 available jobs
Level 4 0.99
3 citizens
608 total jobs
0 available jobs
Level 5 0.99
22734 citizens
320 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

2

operational
total health -2
-2 health generated
total area 50
50 area generated
total sprawl 20
20 sprawl generated
total pollution 455
1 pollution generated per building per 100 citizens

highways

size

2
Produces:
area

50
health

-4 (+1)
pollution per pop

0.02
sprawl

20

1

operational
total health -3
-3 health generated
total area 50
50 area generated
total sprawl 20
20 sprawl generated
total pollution 455
2 pollution generated per building per 100 citizens

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

6

has enough workers to operate has enough money to operate
operational
total health -12
-12 health generated
total area 300
300 area generated
total sprawl 18
18 sprawl generated
total expenses -150
-150 running expenses
total workers 60/0
60 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

9

has enough workers to operate has enough money to operate
operational
total area 9,000
9,000 area generated
total sprawl 9
9 sprawl generated
total expenses -315
-315 running expenses
total workers 90/0
90 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

15

operational
total health 45
45 health generated
total area 150
150 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

14

operational
total health 14
14 health generated
total area 140
140 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

31

has enough area to operate
operational
total area -31
31 consumed
total housing 31
31 housing generated
total sprawl 31
31 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

6

has enough energy to operate has enough area to operate
operational
total area -6
6 consumed
total housing 12
12 housing generated
total energy -72
72 consumed
total sprawl 30
30 sprawl generated
total pollution 12
12 pollution generated

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

2

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -10
10 consumed
total housing 40
40 housing generated
total energy -140
140 consumed
total sprawl 2
2 sprawl generated
total expenses -200
200 running expenses

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

19

has enough energy to operate has enough area to operate
operational
total area -190
190 consumed
total housing 380
380 housing generated
total energy -1,710
1,710 consumed
total pollution 285
285 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

16

has enough energy to operate has enough area to operate
operational
total area -80
80 consumed
total housing 320
320 housing generated
total energy -800
800 consumed
total pollution 192
192 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

44

has enough energy to operate has enough area to operate
operational
total area -880
880 consumed
total housing 4,400
4,400 housing generated
total energy -6,600
6,600 consumed
total pollution 2.2k
2,200 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

35

has enough energy to operate has enough area to operate
operational
total area -3,500
3,500 consumed
total housing 17.5k
17.5k housing generated
total energy -17.5k
17.5k consumed consumed
total pollution 3.5k
3,500 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
0

natural_gas_plants

size

1
Requires:
area

15
money

20
lvl 1 workers

5
Produces:
energy

2000
health

-5
pollution

15

5

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -25
-25 health generated
total area -75
75 consumed
total energy 10k
10k energy generated
total pollution 75
75 pollution generated
total profit 0
0 profit
total workers 25/1
25 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

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 110
110 profit
total workers 110/1
110 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+100)

10

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -50
50 consumed
total energy 6,000
6,000 energy generated
total profit 1.1k
1,100 profit
total workers 100/2
100 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

17

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -170
170 consumed
total energy 85k
85k energy generated
total expenses -3.06k
-3,060 running expenses
total workers 170/3
170 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+950)
water

10

9

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -90
90 consumed
total energy 17.55k
17.55k energy generated
total water 90
90 water generated
total profit 270
270 profit
total workers 45/2
45 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 -8.42k
-8,416 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

30

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -300
300 consumed
total pollution -3k
-3,000 pollution generated
total profit 93.54k
93,540 profit
total workers 300/5
300 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -10
10 consumed
total energy -1,200
1,200 consumed
total expenses -10
-10 running expenses
total workers 20/0
20 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

4

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -32
32 consumed
total energy -3,200
3,200 consumed
total profit 0
0 profit
total workers 40/1
40 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

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -50
50 consumed
total energy -4,000
4,000 consumed
total profit 250
250 profit
total workers 50/2
50 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

7

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 profit 1.19k
1,190 profit
total workers 70/3
70 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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -330
330 consumed
total energy -8,800
8,800 consumed
total profit 15.22k
15,224 profit
total workers 110/4
110 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 requires area to operate has enough money to operate
needs area to operate

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

11

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

4

has enough workers to operate has enough energy to operate requires area to operate has enough money to operate
needs area to operate
total health -55
-55 health generated
total area -275
275 consumed
total energy -20.9k
20.9k consumed consumed
total sulfur 11
11 sulfur generated
total uranium
total gold
total coal 11
11 coal generated
total pollution 110
110 pollution generated
total expenses -2.59k
-2,585 running expenses
total workers 330/0
330 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
0

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 6.5k
6,504 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

1

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

1

has enough workers to operate has enough area to operate
operational
total area -1
1 consumed
total produce 1
1 produce generated
total workers
1
$1 tax income
total workers 1/0
1 workers employed at level 0

rice_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
rice

1
Stores:
rice

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
operational
total area -100
100 consumed
total energy -10
10 consumed
total rice 1
1 rice generated
total water -5
5 consumed
total expenses -7
-7 running expenses
total workers 5/0
5 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

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
operational
total area -100
100 consumed
total energy -10
10 consumed
total produce 5
5 produce generated
total water -5
5 consumed
total expenses -7
-7 running expenses
total workers 5/0
5 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
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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough rice to operate has enough water to operate
operational
total area -4
4 consumed
total energy -100
100 consumed
total culture 2
2 culture generated
total fish -2
2 consumed
total food 20
20 food generated
total rice -2
2 consumed
total water -2
2 consumed
total profit 300
300 profit
total workers 10/3
10 workers employed at level 3

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough meat to operate has enough bread to operate
operational
total area -2
2 consumed
total energy -10
10 consumed
total bread -1
1 consumed
total food 25
25 food generated
total meat -1
1 consumed
total profit 10
10 profit
total workers 5/1
5 workers employed at level 1

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

1

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 5
5 health generated
total area -5
5 consumed
total food 50
50 food generated
total produce -5
5 consumed
total workers
60
$60 tax income
total workers 5/2
5 workers employed at level 2

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50

1

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -2
2 consumed
total energy -5
5 consumed
total meat 10
10 meat generated
total cows -1
1 consumed
total workers
24
$24 tax income
total workers 2/2
2 workers employed at level 2

bakeries

size

2
Requires:
area

5
energy

10
money

10
salt

1
water

5
wheat

5
lvl 1 workers

5
Produces:
bread

1
Stores:
bread

50
0

wineries

size

4
Requires:
area

2
energy

10
grapes

1
water

1
lvl 2 workers

5
Produces:
wine

1
Stores:
wine

50

1

has enough workers to operate has enough energy to operate has enough area to operate has enough water to operate has enough grapes to operate
operational
total area -2
2 consumed
total energy -10
10 consumed
total grapes -1
1 consumed
total wine 1
1 wine generated
total water -1
1 consumed
total workers
60
$60 tax income
total workers 5/2
5 workers employed at level 2

breweries

size

4
Requires:
area

2
energy

10
water

1
wheat

1
lvl 2 workers

5
Produces:
beer

1
Stores:
beer

50

1

has enough workers to operate has enough energy to operate has enough area to operate has enough water to operate has enough wheat to operate
operational
total area -2
2 consumed
total energy -10
10 consumed
total wheat -1
1 consumed
total beer 1
1 beer generated
total water -1
1 consumed
total workers
60
$60 tax income
total workers 5/2
5 workers employed at level 2

bars

size

2
Requires:
area

2
beer

1
energy

5
wine

1
lvl 1 workers

2
Produces:
crime

1
fun

10

1

has enough workers to operate has enough energy to operate has enough area to operate has enough beer to operate has enough wine to operate
operational
total area -2
2 consumed
total energy -5
5 consumed
total fun 10
10 fun generated
total beer -1
1 consumed
total wine -1
1 consumed
total workers
8
$8 tax income
total workers 2/1
2 workers employed at level 1

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

6

has enough area to operate has enough money to operate
operational
total health 42
42 health generated
total area -60
60 consumed
total fun 12
12 fun generated
total pollution -6
-6 pollution generated
total expenses -30
30 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (-1)
health

6 (+2)
pollution

-3

3

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 24
24 health generated
total area -150
150 consumed
total fun 21
21 fun generated
total pollution -9
-9 pollution generated
total expenses -18
-18 running expenses
total workers 18/1
18 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

5

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 35
35 health generated
total area -500
500 consumed
total fun 40
40 fun generated
total pollution -60
-60 pollution generated
total profit 460
460 profit
total workers 30/3
30 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -4
4 consumed
total energy -400
400 consumed
total culture 2
2 culture generated
total profit 76
76 profit
total workers 8/2
8 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -4
4 consumed
total energy -200
200 consumed
total expenses -1
-1 running expenses
total workers 6/0
6 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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -33
-33 health generated
total area -165
165 consumed
total energy -20.9k
20.9k consumed consumed
total steel 110
110 steel generated
total pollution 11
11 pollution generated
total expenses -440
-440 running expenses
total workers 220/0
220 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -10
10 consumed
total energy -4,000
4,000 consumed
total profit 375
375 profit
total workers 100/1
100 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -6
-6 health generated
total area -200
200 consumed
total energy -3,000
3,000 consumed
total fun -20
-20 fun generated
total pollution 2
2 pollution generated
total profit 200
200 profit
total workers 500/0
500 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -10
10 consumed
total energy -600
600 consumed
total culture 2
2 culture generated
total fun 10
10 fun generated
total expenses -10
-10 running expenses
total workers 20/0
20 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

2

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 -1,000
1,000 consumed
total fun 20
20 fun generated
total expenses -180
-180 running expenses
total workers 40/0
40 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

16

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -32
32 consumed
total energy -160
160 consumed
total culture 80
80 culture generated
total fun 16
16 fun generated
total profit 7.44k
7,443 profit
total workers 48/4
48 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

4

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 -1,000
1,000 consumed
total fun 36
36 fun generated
total pollution -4
-4 pollution generated
total profit 280
280 profit
total workers 40/3
40 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

13

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -780
780 consumed
total energy -5,850
5,850 consumed
total fun 260
260 fun generated
total pollution -13
-13 pollution generated
total profit 15.65k
15,652 profit
total workers 130/4
130 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

3

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 -1,200
1,200 consumed
total fun 150
150 fun generated
total expenses -2.1k
-2,100 running expenses
total workers 75/2
75 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

4

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 40
40 health generated
total area -80
80 consumed
total energy -1,600
1,600 consumed
total profit 80
80 profit
total workers 40/2
40 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

25

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 375
375 health generated
total area -100
100 consumed
total energy -1,250
1,250 consumed
total profit 38.35k
38,350 profit
total workers 250/4
250 workers employed at level 4

combat

Combat buildings let you attack other cities, or defend your city from attack.

air_bases

size

2
Requires:
area

500
energy

5000
money

5000
steel

50
sulfur

5
lvl 5 workers

10
Produces:
daily strikes

1
missiles

1
Stores:
missiles

100
0

defense_bases

size

1
Requires:
area

100
energy

2500
money

2000
lvl 2 workers

10
Produces:
shields

1
Stores:
shields

250
0

missile_defense_arrays

size

1
Requires:
area

200
energy

5000
money

5000
steel

100
sulfur

20
lvl 5 workers

20
Stores:
shields

1000

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 profit 1.34k
1,336 profit
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

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
0

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100
0

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
0

cow_pens

size

5
Requires:
area

10
Stores:
cows

100
0

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

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -10
10 consumed
total energy -10
10 consumed
total workers
3
$3 tax income
total workers 5/0
5 workers employed at level 0

Resources

total sulfur sulfur 20/11.05k
total uranium uranium 1.15k/1.15k
total steel steel 10.95k/11.05k
total fish fish 1/1.05k
total oil oil 1/50
total gas gas 1/50
total gold gold 1.15k/1.15k
total coal coal 1.15k/1.15k
total stone stone 450/450
total bread bread 1/550
total wheat wheat 1/150
total grapes grapes 549/550
total wood wood 150/150
total beer beer 95/100
total wine wine 93/100
total food food 177/200
total produce produce 605/610
total meat meat 599/600
total rice rice 1/200
total cows cows 1/50
total lithium lithium 1/50
total sand sand 1/50
total glass glass 1/50
total water water 36/50
total salt salt 1/50
total missiles missiles 1/50
total shields shields 1/1.05k