Petroville Year Day Season Citizens Logs
Maria Rodriguez 14337 234 summer 1
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
-168/day -1/0 2549/2550 75800 20 $1.569G $0 $840 0/0 0/1.68k 0 0 504 0 1.249k

Job/tax levels

Level 0 0.0
1 citizens
500 total jobs
499 available jobs
Level 1 0.0
0 citizens
600 total jobs
600 available jobs
Level 2 0.0
0 citizens
950 total jobs
950 available jobs
Level 3 0.0
0 citizens
500 total jobs
500 available jobs
Level 4 1.0
0 citizens
0 total jobs
0 available jobs
Level 5 0.0
0 citizens
0 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
0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

50

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

bike_lanes

size

1
Produces:
area

10
health

2

73

operational
total health 146
146 health generated
total area 730
730 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

95

operational
total health 95
95 health generated
total area 950
950 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
0

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

10

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

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

30

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

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

35

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

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)

60

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

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+625)

80

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

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

50

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

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000
water

10

30

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

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

2

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

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

85

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

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

middle_schools

size

3
Requires:
area

8
energy

800
money

40
lvl 1 workers

10
Produces:
education lvl 2

30

50

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

high_schools

size

3
Requires:
area

10
energy

800
money

70
lvl 2 workers

10
Produces:
education lvl 3

20

60

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

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

60

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

research_labs

size

2
Requires:
area

30
energy

800
money

200
lvl 4 workers

10
Produces:
education lvl 5

5

100

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

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

1

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

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

3

has enough workers to operate requires energy to operate requires area to operate has enough money to operate
needs area, energy, 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
0

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

5

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

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

vineyards

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
grapes

1
Stores:
grapes

50
0

food

Food buildings allow you to distribute food to your citizens.

sushi_restaurants

size

2
Requires:
area

2
energy

50
fish

1
money

10
rice

1
water

1
lvl 3 workers

5
Produces:
culture

1
food

10
Stores:
food

25
0

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50
0

grocery_stores

size

5
Requires:
area

5
bread

5
energy

10
fish

1
meat

1
money

100
produce

1
rice

5
water

1
lvl 1 workers

15
Produces:
food

100
Stores:
food

1000
0

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

1

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

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50

5

has enough workers to operate requires energy to operate requires area to operate has enough cows to operate
needs area, energy, 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
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
health

5 (+1)
pollution

-1

168

has enough area to operate has enough money to operate
operational

32

requires area to operate has enough money to operate
needs area to operate
total health 1,008
1,008 health generated
total area -1,680
1,680 consumed
total fun 504
504 fun generated
total pollution -168
-168 pollution generated
total expenses -840
840 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (-2)
health

6
pollution

-3

100

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

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (-5)
health

5 (-1)
pollution

-12

100

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

libraries

size

1
Requires:
area

2
energy

200
money

10
lvl 2 workers

4
Produces:
culture

1
education

random drop

101

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

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

50

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

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

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

40

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

distribution_centers

size

8
Requires:
area

100
energy

1500
money

25
lvl 0 workers

250
Produces:
fun

-10
health

-3
pollution

1

20

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

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

50

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

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

10

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

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

100

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

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

80

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

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

100

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

50

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

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

150

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

10

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

missile_defense_arrays

size

1
Requires:
area

200
energy

5000
money

5000
steel

100
sulfur

20
lvl 5 workers

20
Stores:
shields

1000
0

storage

Storage buildings let you store more of certain resources.

wood_warehouses

size

5
Requires:
area

10
Stores:
wood

100
0

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000
0

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000
0

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100
0

rock_yards

size

5
Requires:
area

20
Stores:
stone

100
0

water_tanks

size

5
Requires:
area

10
Stores:
water

100
0

cow_pens

size

5
Requires:
area

10
Stores:
cows

100
0

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100
0

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

10

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

Resources

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