Port Tatonlonggai
This city is email-verified
Year Day Season Citizens Logs
Wywest 14290 298 fall 100030
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
-3.105k/day 0/100.03k 0/57090 4147700 100040 $354.127G $2.53M $571.575k 493.2k/1.847M 25.925k/179k 205 0 12.015k 750 9.515k

Job/tax levels

Level 0 1.0
1226 citizens
31995 total jobs
0 available jobs
Level 1 1.0
2525 citizens
5460 total jobs
0 available jobs
Level 2 1.0
1107 citizens
7635 total jobs
0 available jobs
Level 3 1.0
55256 citizens
5760 total jobs
0 available jobs
Level 4 1.0
32306 citizens
4140 total jobs
0 available jobs
Level 5 1.0
7610 citizens
2100 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

175

has enough workers to operate has enough money to operate
operational
total area 175k
175k area generated
total sprawl 175
175 sprawl generated
total profit 10.5k
10,500 profit
total workers 1750/0
1750 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

200

operational
total health 400
400 health generated
total area 2,000
2,000 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

200

operational
total health 200
200 health generated
total area 2,000
2,000 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

30

has enough area to operate
operational
total area -30
30 consumed
total housing 30
30 housing generated
total sprawl 30
30 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

200

has enough energy to operate has enough area to operate
operational
total area -20k
20k consumed consumed
total housing 100k
100k housing generated
total energy -100k
100k consumed consumed
total pollution 20k
20,000 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

15

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -150
-150 health generated
total area -75
75 consumed
total energy 30k
30k energy generated
total pollution 450
450 pollution generated
total profit 600
600 profit
total workers 75/0
75 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 (+180)

230

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,150
1,150 consumed
total energy 179.4k
179.4k energy generated
total profit 39.1k
39,100 profit
total workers 2300/1
2300 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+100)

230

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -1,150
1,150 consumed
total energy 138k
138k energy generated
total profit 89.7k
89,700 profit
total workers 2300/2
2300 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

225

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,250
2,250 consumed
total energy 1.125M
1.125M energy generated
total profit 67.5k
67,500 profit
total workers 2250/3
2250 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000
water

10

225

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,250
2,250 consumed
total energy 225k
225k energy generated
total water 2,250
2,250 water generated
total profit 38.25k
38,250 profit
total workers 1125/2
1125 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 -8.4k
-8,400 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

200

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -2,000
2,000 consumed
total pollution -20k
-20,000 pollution generated
total profit 630k
630,000 profit
total workers 2000/5
2000 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

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -500
500 consumed
total energy -60k
60k consumed consumed
total profit 9k
9,000 profit
total workers 1000/0
1000 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

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -800
800 consumed
total energy -80k
80k consumed consumed
total profit 16k
16,000 profit
total workers 1000/1
1000 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

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,000
1,000 consumed
total energy -80k
80k consumed consumed
total profit 33k
33,000 profit
total workers 1000/2
1000 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,000
2,000 consumed
total energy -120k
120k consumed consumed
total profit 65k
65,000 profit
total workers 1000/3
1000 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

45

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,350
1,350 consumed
total energy -36k
36k consumed consumed
total profit 63k
63,000 profit
total workers 450/4
450 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

150

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -750
-750 health generated
total area -3,750
3,750 consumed
total energy -285k
285k consumed consumed
total sulfur 150
150 sulfur generated
total uranium
total gold
total coal 150
150 coal generated
total pollution 1.5k
1,500 pollution generated
total profit 7.5k
7,500 profit
total workers 4500/0
4500 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

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -50
-50 health generated
total area -50
50 consumed
total energy -5,000
5,000 consumed
total uranium 1
1 uranium generated
total pollution 50
50 pollution generated
total profit 2.2k
2,200 profit
total workers 20/4
20 workers employed at level 4

salt_farms

size

5
Requires:
area

250
energy

500
money

1000
lvl 2 workers

10
Produces:
salt

1
Stores:
salt

100

120

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -30k
30k consumed consumed
total energy -60k
60k consumed consumed
total salt 120
120 salt generated
total expenses -72k
-72,000 running expenses
total workers 1200/2
1200 workers employed at level 2

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100

20

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -100
100 consumed
total energy -200
200 consumed
total fish 100
100 fish generated
total profit 3k
3,000 profit
total workers 200/2
200 workers employed at level 2

desalination_plants

size

5
Requires:
area

100
energy

1000
money

1000
lvl 4 workers

8
Produces:
salt

1
water

1
Stores:
salt

50
water

50

45

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -4,500
4,500 consumed
total energy -45k
45k consumed consumed
total water 45
45 water generated
total salt 45
45 salt generated
total profit 12.6k
12,600 profit
total workers 360/4
360 workers employed at level 4

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10

20

has enough workers to operate has enough area to operate
operational
total area -20
20 consumed
total produce 20
20 produce generated
total workers
200
$200 tax income
total workers 20/0
20 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

10

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 -1,000
1,000 consumed
total energy -100
100 consumed
total produce 50
50 produce generated
total water -50
50 consumed
total profit 400
400 profit
total workers 50/0
50 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

20

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 -2,000
2,000 consumed
total energy -200
200 consumed
total cows 20
20 cows generated
total water -200
200 consumed
total profit 800
800 profit
total workers 100/0
100 workers employed at level 0

food

Food buildings allow you to distribute food to your citizens.

sushi_restaurants

size

2
Requires:
area

2
energy

50
fish

1
money

10
rice

1
water

1
lvl 3 workers

5
Produces:
culture

1
food

10
Stores:
food

25
0

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50
0

grocery_stores

size

5
Requires:
area

5
bread

5
energy

10
fish

1
meat

1
money

100
produce

1
rice

5
water

1
lvl 1 workers

15
Produces:
food

100
Stores:
food

1000
0

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50
0

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50

20

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -40
40 consumed
total energy -100
100 consumed
total meat 200
200 meat generated
total cows -20
20 consumed
total workers
1.6k
$1,600 tax income
total workers 40/2
40 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 (+2)
health

5 (+1)
pollution

-1

50

has enough area to operate has enough money to operate
operational
total health 300
300 health generated
total area -500
500 consumed
total fun 250
250 fun generated
total pollution -50
-50 pollution generated
total expenses -250
250 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+6)
health

6 (+3)
pollution

-3

360

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 3,240
3,240 health generated
total area -18k
18k consumed consumed
total fun 5,040
5,040 fun generated
total pollution -1.08k
-1,080 pollution generated
total profit 32.4k
32,400 profit
total workers 2160/1
2160 workers employed at level 1

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (+5)
health

5 (+1)
pollution

-12

335

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 2,010
2,010 health generated
total area -33.5k
33.5k consumed consumed
total fun 5,025
5,025 fun generated
total pollution -4.02k
-4,020 pollution generated
total profit 127.3k
127,300 profit
total workers 2010/3
2010 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

150

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 -30k
30k consumed consumed
total culture 150
150 culture generated
total profit 22.5k
22,500 profit
total workers 600/2
600 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
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

60

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -180
-180 health generated
total area -900
900 consumed
total energy -114k
114k consumed consumed
total steel 600
600 steel generated
total pollution 60
60 pollution generated
total profit 9k
9,000 profit
total workers 1200/0
1200 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20
0

distribution_centers

size

8
Requires:
area

100
energy

1500
money

25
lvl 0 workers

250
Produces:
fun

-10
health

-3
pollution

1

85

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -255
-255 health generated
total area -8,500
8,500 consumed
total energy -127.5k
127.5k consumed consumed
total fun -850
-850 fun generated
total pollution 85
85 pollution generated
total profit 210.38k
210,375 profit
total workers 21250/0
21250 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

100

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -500
500 consumed
total energy -30k
30k consumed consumed
total culture 100
100 culture generated
total fun 500
500 fun generated
total profit 9k
9,000 profit
total workers 1000/0
1000 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

50

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,000
2,000 consumed
total energy -25k
25k consumed consumed
total fun 500
500 fun generated
total profit 5k
5,000 profit
total workers 1000/0
1000 workers employed at level 0

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 has enough energy to operate has enough area to operate has enough money to operate
operational
total area -200
200 consumed
total energy -1,000
1,000 consumed
total culture 500
500 culture generated
total fun 100
100 fun generated
total profit 47k
47,000 profit
total workers 300/4
300 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

50

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 -12.5k
12.5k consumed consumed
total fun 450
450 fun generated
total pollution -50
-50 pollution generated
total profit 27.5k
27,500 profit
total workers 500/3
500 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

50

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -3,000
3,000 consumed
total energy -22.5k
22.5k consumed consumed
total fun 1,000
1,000 fun generated
total pollution -50
-50 pollution generated
total profit 61k
61,000 profit
total workers 500/4
500 workers employed at level 4

travel

Travel buildings increase your city's desirability.

resorts

size

3
Requires:
area

30
energy

200
money

500
lvl 2 workers

5
Produces:
fun

50
health

10
0

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

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 -2,000
2,000 consumed
total energy -40k
40k consumed consumed
total profit 30k
30,000 profit
total workers 1000/2
1000 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

250

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 3,750
3,750 health generated
total area -1,000
1,000 consumed
total energy -12.5k
12.5k consumed consumed
total profit 387.5k
387,500 profit
total workers 2500/4
2500 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

17

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,700
1,700 consumed
total energy -42.5k
42.5k consumed consumed
total shields 17
17 shields generated
total expenses -27.2k
-27,200 running expenses
total workers 170/2
170 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

5

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 -1,000
1,000 consumed
total energy -25k
25k consumed consumed
total sulfur -100
100 consumed
total steel -500
500 consumed
total profit 7k
7,000 profit
total workers 100/5
100 workers employed at level 5

storage

Storage buildings let you store more of certain resources.

wood_warehouses

size

5
Requires:
area

10
Stores:
wood

100
0

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

10

has enough area to operate
operational
total area -50
50 consumed

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000
0

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

10

has enough area to operate
operational
total area -100
100 consumed

rock_yards

size

5
Requires:
area

20
Stores:
stone

100
0

water_tanks

size

5
Requires:
area

10
Stores:
water

100

10

has enough area to operate
operational
total area -100
100 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

10

has enough area to operate
operational
total area -100
100 consumed

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 has enough energy to operate has enough area to operate
operational
total area -100
100 consumed
total energy -100
100 consumed
total workers
500
$500 tax income
total workers 50/0
50 workers employed at level 0

Resources

total sulfur sulfur 149.95k/150.05k
total uranium uranium 16.05k/16.05k
total steel steel 59.55k/60.05k
total fish fish 100/12.05k
total oil oil 1/50
total gas gas 1/50
total gold gold 15.05k/15.05k
total coal coal 15.05k/15.05k
total stone stone 1/50
total bread bread 5.05k/5.05k
total wheat wheat 1/50
total grapes grapes 5.05k/5.05k
total wood wood 50/50
total beer beer 1/50
total wine wine 1/50
total food food 1/50
total produce produce 5.75k/5.75k
total meat meat 5.89k/6.05k
total rice rice 1/50
total cows cows 81/2.05k
total lithium lithium 1/50
total sand sand 1/50
total glass glass 1/50
total water water 3.05k/3.3k
total salt salt 15.24k/15.3k
total missiles missiles 50/50
total shields shields 9.3k/9.3k