Pacifists
This city is email-verified
Year Day Season Citizens Logs
Passive 16300 153 spring 242515
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
-11.706k/day 0/242.515k 0/241231 27784700 242520 $1.876T $11.967M $2.2M 387.77k/5.966M 9.107k/591.13k 575 0 59.48k 7.074k 78.116k

Job/tax levels

Level 0 1.0
15879 citizens
132376 total jobs
0 available jobs
Level 1 1.0
14706 citizens
28000 total jobs
0 available jobs
Level 2 1.0
8341 citizens
18740 total jobs
0 available jobs
Level 3 1.0
4417 citizens
16960 total jobs
0 available jobs
Level 4 1.0
1820 citizens
40455 total jobs
0 available jobs
Level 5 1.0
197352 citizens
4700 total jobs
0 available jobs

Sanctions

VerifiedAlt1 is sanctioning this city
BearVille is sanctioning this city
Atlantica is sanctioning this city

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

560

has enough workers to operate has enough money to operate
operational
total area 560k
560k area generated
total sprawl 560
560 sprawl generated
total profit 33.6k
33,600 profit
total workers 5600/0
5600 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

1,673

operational
total health 5,019
5,019 health generated
total area 16.73k
16.73k area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

1,440

operational
total health 1,440
1,440 health generated
total area 14.4k
14.4k 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

15

has enough area to operate
operational
total area -15
15 consumed
total housing 15
15 housing generated
total sprawl 15
15 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
0

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12
0

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50
0

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

485

has enough energy to operate has enough area to operate
operational
total area -48.5k
48.5k consumed consumed
total housing 242.5k
242.5k housing generated
total energy -242.5k
242.5k consumed consumed
total pollution 48.5k
48,500 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

5

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -50
-50 health generated
total area -25
25 consumed
total energy 15k
15k energy generated
total pollution 150
150 pollution generated
total profit 200
200 profit
total workers 25/0
25 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
0

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

555

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,775
2,775 consumed
total energy 333k
333k energy generated
total profit 94.35k
94,350 profit
total workers 5550/1
5550 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+100)

401

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,005
2,005 consumed
total energy 240.6k
240.6k energy generated
total profit 156.39k
156,390 profit
total workers 4010/2
4010 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

690

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -6,900
6,900 consumed
total energy 3.45M
3.45M energy generated
total profit 207k
207,000 profit
total workers 6900/3
6900 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+950)
water

10

450

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -4,500
4,500 consumed
total energy 877.5k
877.5k energy generated
total water 4,500
4,500 water generated
total profit 76.5k
76,500 profit
total workers 2250/2
2250 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

7

has enough workers to operate has enough area to operate has enough money to operate has enough uranium to operate
operational
total area -70
70 consumed
total energy 1.05M
1.05M energy generated
total uranium -7
7 consumed
total expenses -58.8k
-58,800 running expenses
total workers 70/4
70 workers employed at level 4

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

440

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -4,400
4,400 consumed
total pollution -44k
-44,000 pollution generated
total profit 1.39M
1,386,000 profit
total workers 4400/5
4400 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

294

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,470
1,470 consumed
total energy -176.4k
176.4k consumed consumed
total profit 26.46k
26,460 profit
total workers 2940/0
2940 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

310

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,480
2,480 consumed
total energy -248k
248k consumed consumed
total profit 49.6k
49,600 profit
total workers 3100/1
3100 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

335

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -3,350
3,350 consumed
total energy -268k
268k consumed consumed
total profit 110.55k
110,550 profit
total workers 3350/2
3350 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

357

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -7,140
7,140 consumed
total energy -428.4k
428.4k consumed consumed
total profit 232.05k
232,050 profit
total workers 3570/3
3570 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

956

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -28.68k
28.68k consumed consumed
total energy -764.8k
764.8k consumed consumed
total profit 1.34M
1,338,400 profit
total workers 9560/4
9560 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

2

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 -3,800
3,800 consumed
total wood 10
10 wood generated
total expenses -100
-100 running expenses
total workers 20/1
20 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

300

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -1,500
-1,500 health generated
total area -7,500
7,500 consumed
total energy -570k
570k consumed consumed
total sulfur 300
300 sulfur generated
total uranium
total gold
total coal 300
300 coal generated
total pollution 3k
3,000 pollution generated
total profit 15k
15,000 profit
total workers 9000/0
9000 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

7

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -350
-350 health generated
total area -350
350 consumed
total energy -35k
35k consumed consumed
total uranium 7
7 uranium generated
total pollution 350
350 pollution generated
total profit 15.4k
15,400 profit
total workers 140/4
140 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

254

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -25.4k
25.4k consumed consumed
total energy -127k
127k consumed consumed
total stone 254
254 stone generated
total profit 558.8k
558,800 profit
total workers 5080/4
5080 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

26

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -13k
13k consumed consumed
total energy -2,600
2,600 consumed
total water 2,600
2,600 water generated
total profit 0
0 profit
total workers 130/1
130 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

75

has enough workers to operate has enough area to operate
operational
total area -75
75 consumed
total produce 75
75 produce generated
total workers
750
$750 tax income
total workers 75/0
75 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

90

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 -9,000
9,000 consumed
total energy -900
900 consumed
total rice 90
90 rice generated
total water -450
450 consumed
total profit 3.6k
3,600 profit
total workers 450/0
450 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

94

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 -9,400
9,400 consumed
total energy -940
940 consumed
total produce 470
470 produce generated
total water -470
470 consumed
total profit 3.76k
3,760 profit
total workers 470/0
470 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

54

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 -5,400
5,400 consumed
total energy -540
540 consumed
total cows 54
54 cows generated
total water -540
540 consumed
total profit 2.16k
2,160 profit
total workers 270/0
270 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

45

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 -4,500
4,500 consumed
total energy -450
450 consumed
total grapes 45
45 grapes generated
total water -450
450 consumed
total profit 1.8k
1,800 profit
total workers 225/0
225 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

60

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 300
300 health generated
total area -300
300 consumed
total food 3,000
3,000 food generated
total produce -300
300 consumed
total workers
12k
$12,000 tax income
total workers 300/2
300 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

50

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -100
100 consumed
total energy -250
250 consumed
total meat 500
500 meat generated
total cows -50
50 consumed
total workers
4k
$4,000 tax income
total workers 100/2
100 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
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

4,500

has enough area to operate has enough money to operate
operational
total health 31.5k
31.5k health generated
total area -45k
45k consumed consumed
total fun 9,000
9,000 fun generated
total pollution -4.5k
-4,500 pollution generated
total expenses -22.5k
22,500 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (-1)
health

6 (+2)
pollution

-3

2,000

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 16k
16k health generated
total area -100k
100k consumed consumed
total fun 14k
14k fun generated
total pollution -6k
-6,000 pollution generated
total profit 180k
180,000 profit
total workers 12000/1
12000 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

715

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 5,005
5,005 health generated
total area -71.5k
71.5k consumed consumed
total fun 5,720
5,720 fun generated
total pollution -8.58k
-8,580 pollution generated
total profit 271.7k
271,700 profit
total workers 4290/3
4290 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

720

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,440
1,440 consumed
total energy -144k
144k consumed consumed
total culture 720
720 culture generated
total profit 108k
108,000 profit
total workers 2880/2
2880 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

107

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -214
214 consumed
total energy -10.7k
10.7k consumed consumed
total profit 3k
2,996 profit
total workers 321/0
321 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

190

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -570
-570 health generated
total area -2,850
2,850 consumed
total energy -361k
361k consumed consumed
total steel 1,900
1,900 steel generated
total pollution 190
190 pollution generated
total profit 28.5k
28,500 profit
total workers 3800/0
3800 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

360

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -720
720 consumed
total energy -288k
288k consumed consumed
total profit 142.2k
142,200 profit
total workers 7200/1
7200 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

381

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -1,143
-1,143 health generated
total area -38.1k
38.1k consumed consumed
total energy -571.5k
571.5k consumed consumed
total fun -3,810
-3,810 fun generated
total pollution 381
381 pollution generated
total profit 942.98k
942,975 profit
total workers 95250/0
95250 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

479

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,395
2,395 consumed
total energy -143.7k
143.7k consumed consumed
total culture 479
479 culture generated
total fun 2,395
2,395 fun generated
total profit 43.11k
43,110 profit
total workers 4790/0
4790 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

448

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -17.92k
17.92k consumed consumed
total energy -224k
224k consumed consumed
total fun 4,480
4,480 fun generated
total profit 44.8k
44,800 profit
total workers 8960/0
8960 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

1,175

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,350
2,350 consumed
total energy -11.75k
11.75k consumed consumed
total culture 5,875
5,875 culture generated
total fun 1,175
1,175 fun generated
total profit 552.25k
552,250 profit
total workers 3525/4
3525 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

220

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -15.4k
15.4k consumed consumed
total energy -55k
55k consumed consumed
total fun 1,980
1,980 fun generated
total pollution -220
-220 pollution generated
total profit 121k
121,000 profit
total workers 2200/3
2200 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

977

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -58.62k
58.62k consumed consumed
total energy -439.65k
439.65k consumed consumed
total fun 19.54k
19.54k fun generated
total pollution -977
-977 pollution generated
total profit 1.19M
1,191,940 profit
total workers 9770/4
9770 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

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 1,000
1,000 health generated
total area -5,000
5,000 consumed
total energy -40k
40k consumed consumed
total fun 5,000
5,000 fun generated
total profit 0
0 profit
total workers 2500/2
2500 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

300

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 3,000
3,000 health generated
total area -6,000
6,000 consumed
total energy -120k
120k consumed consumed
total profit 90k
90,000 profit
total workers 3000/2
3000 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

1,231

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 18.465k
18.465k health generated
total area -4,924
4,924 consumed
total energy -61.55k
61.55k consumed consumed
total profit 1.91M
1,908,050 profit
total workers 12310/4
12310 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

30

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 -15k
15k consumed consumed
total energy -150k
150k consumed consumed
total sulfur -150
150 consumed
total steel -1,500
1,500 consumed
total missiles 30
30 missiles generated
total expenses -54k
-54,000 running expenses
total workers 300/5
300 workers employed at level 5

defense_bases

size

1
Requires:
area

100
energy

2500
money

2000
lvl 2 workers

10
Produces:
shields

1
Stores:
shields

250

35

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 -87.5k
87.5k consumed consumed
total shields 35
35 shields generated
total expenses -56k
-56,000 running expenses
total workers 350/2
350 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

60

has enough area to operate
operational
total area -600
600 consumed

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

45

has enough area to operate
operational
total area -225
225 consumed

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

32

has enough area to operate
operational
total area -160
160 consumed

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

45

has enough area to operate
operational
total area -450
450 consumed

rock_yards

size

5
Requires:
area

20
Stores:
stone

100

45

has enough area to operate
operational
total area -900
900 consumed

water_tanks

size

5
Requires:
area

10
Stores:
water

100

45

has enough area to operate
operational
total area -450
450 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

17

has enough area to operate
operational
total area -170
170 consumed

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

35

has enough area to operate
operational
total area -350
350 consumed

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

40

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -400
400 consumed
total energy -400
400 consumed
total workers
2k
$2,000 tax income
total workers 200/0
200 workers employed at level 0

Resources

total sulfur sulfur 299.9k/300.05k
total uranium uranium 37.04k/37.05k
total steel steel 188.55k/190.05k
total fish fish 45.05k/45.05k
total oil oil 7/50
total gas gas 50/50
total gold gold 30.05k/30.05k
total coal coal 30.05k/30.05k
total stone stone 29.95k/29.95k
total bread bread 1.17k/20.05k
total wheat wheat 50/3.55k
total grapes grapes 22.3k/22.3k
total wood wood 7.05k/7.05k
total beer beer 14/50
total wine wine 50/50
total food food 2.81k/3.05k
total produce produce 25.2k/25.5k
total meat meat 22.55k/22.55k
total rice rice 8.05k/8.05k
total cows cows 4.4k/4.45k
total lithium lithium 50/32.05k
total sand sand 50/50
total glass glass 50/50
total water water 28.64k/30.55k
total salt salt 50/4.55k
total missiles missiles 3.05k/3.05k
total shields shields 8.8k/8.8k