Rich Year Day Season Citizens Logs
richlzj 11334 102 spring 3076
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
727/day -1.872k/1.204k 0/1072 830500 3080 $632.986M $32.649k $11.267k 375/30.44k 2.879k/5.77k 182 0 311 5 151

Job/tax levels

Level 0 0.3
60 citizens
543 total jobs
0 available jobs
Level 1 0.5
14 citizens
130 total jobs
0 available jobs
Level 2 0.6
117 citizens
149 total jobs
0 available jobs
Level 3 0.7
277 citizens
124 total jobs
0 available jobs
Level 4 0.75
1073 citizens
96 total jobs
0 available jobs
Level 5 0.8
1535 citizens
30 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

4

operational
total health -4
-4 health generated
total area 100
100 area generated
total sprawl 40
40 sprawl generated
total pollution 123
1 pollution generated per building per 100 citizens

highways

size

2
Produces:
area

50
health

-4
pollution per pop

0.02
sprawl

20

4

operational
total health -16
-16 health generated
total area 200
200 area generated
total sprawl 80
80 sprawl generated
total pollution 246
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

2

has enough workers to operate has enough energy to operate
operational
total health -4
-4 health generated
total area 200
200 area generated
total energy -300
300 consumed
total pollution 185
3 pollution generated per building per 100 citizens
total workers
60
$60 tax income
total workers 20/0
20 workers employed at level 0

bus_lines

size

1
Requires:
money

30
lvl 0 workers

10
Produces:
area

50
health

-2
sprawl

3

3

has enough workers to operate has enough money to operate
operational
total health -6
-6 health generated
total area 150
150 area generated
total sprawl 9
9 sprawl generated
total profit 0
0 profit
total workers 30/0
30 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

5

has enough workers to operate has enough money to operate
operational
total area 5,000
5,000 area generated
total sprawl 5
5 sprawl generated
total expenses -50
-50 running expenses
total workers 50/0
50 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

6

operational
total health 12
12 health generated
total area 60
60 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

6

operational
total health 6
6 health generated
total area 60
60 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

12

has enough area to operate
operational
total area -12
12 consumed
total housing 12
12 housing generated
total sprawl 12
12 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

4

has enough energy to operate has enough area to operate
operational
total area -4
4 consumed
total housing 8
8 housing generated
total energy -48
48 consumed
total sprawl 20
20 sprawl generated
total pollution 8
8 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

4

has enough energy to operate has enough area to operate
operational
total area -4
4 consumed
total housing 24
24 housing generated
total energy -72
72 consumed
total sprawl 12
12 sprawl generated
total pollution 20
20 pollution generated

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1

4

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -20
20 consumed
total housing 80
80 housing generated
total energy -280
280 consumed
total sprawl 4
4 sprawl generated
total expenses -400
400 running expenses

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

5

has enough energy to operate has enough area to operate
operational
total area -50
50 consumed
total housing 100
100 housing generated
total energy -450
450 consumed
total pollution 75
75 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

4

has enough energy to operate has enough area to operate
operational
total area -20
20 consumed
total housing 80
80 housing generated
total energy -200
200 consumed
total pollution 48
48 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

4

has enough energy to operate has enough area to operate
operational
total area -80
80 consumed
total housing 400
400 housing generated
total energy -600
600 consumed
total pollution 200
200 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

1

has enough energy to operate has enough area to operate
operational
total area -100
100 consumed
total housing 500
500 housing generated
total energy -500
500 consumed
total pollution 100
100 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

2

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -20
-20 health generated
total area -10
10 consumed
total energy 4,000
4,000 energy generated
total pollution 60
60 pollution generated
total profit 10
10 profit
total workers 10/0
10 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

1

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -5
-5 health generated
total area -15
15 consumed
total energy 2,000
2,000 energy generated
total pollution 15
15 pollution generated
total profit 30
30 profit
total workers 5/1
5 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600 (+180)

1

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -5
5 consumed
total energy 780
780 energy generated
total profit 70
70 profit
total workers 10/1
10 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+220)

3

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -15
15 consumed
total energy 2,160
2,160 energy generated
total profit 690
690 profit
total workers 30/2
30 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

3

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -30
30 consumed
total energy 15k
15k energy generated
total profit 180
180 profit
total workers 30/3
30 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+300)
water

10

5

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -50
50 consumed
total energy 6,500
6,500 energy generated
total water 50
50 water generated
total profit 450
450 profit
total workers 25/2
25 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000
0

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

3

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -30
30 consumed
total pollution -300
-300 pollution generated
total profit 7.53k
7,530 profit
total workers 30/5
30 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

4

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -20
20 consumed
total energy -2,400
2,400 consumed
total profit 80
80 profit
total workers 40/0
40 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -16
16 consumed
total energy -1,600
1,600 consumed
total profit 120
120 profit
total workers 20/1
20 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -20
20 consumed
total energy -1,600
1,600 consumed
total profit 340
340 profit
total workers 20/2
20 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -60
60 consumed
total energy -3,600
3,600 consumed
total profit 1.23k
1,230 profit
total workers 30/3
30 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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -90
90 consumed
total energy -2,400
2,400 consumed
total profit 3k
3,000 profit
total workers 30/4
30 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -10
-10 health generated
total area -50
50 consumed
total energy -3,800
3,800 consumed
total sulfur 2
2 sulfur generated
total uranium
total gold
total coal 2
2 coal generated
total pollution 20
20 pollution generated
total expenses -320
-320 running expenses
total workers 60/0
60 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

salt_farms

size

5
Requires:
area

250
energy

500
money

1000
lvl 2 workers

10
Produces:
salt

1
Stores:
salt

100

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -250
250 consumed
total energy -500
500 consumed
total salt 1
1 salt generated
total expenses -760
-760 running expenses
total workers 10/2
10 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -5
5 consumed
total energy -10
10 consumed
total fish 5
5 fish generated
total expenses -10
-10 running expenses
total workers 10/2
10 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

2

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 -2,000
2,000 consumed
total water 2
2 water generated
total salt 2
2 salt generated
total expenses -80
-80 running expenses
total workers 16/4
16 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
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 profit 5
5 profit
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

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 cows 1
1 cows generated
total water -10
10 consumed
total profit 5
5 profit
total workers 5/0
5 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

1

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

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50

1

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 40
40 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate requires rice to operate has enough meat to operate has enough water to operate requires bread to operate has enough produce to operate
needs bread, rice, to operate

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

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
120
$120 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
48
$48 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough water to operate requires wheat to operate has enough salt to operate
needs wheat to operate

wineries

size

4
Requires:
area

2
energy

10
grapes

1
water

1
lvl 2 workers

5
Produces:
wine

1
Stores:
wine

50
0

breweries

size

4
Requires:
area

2
energy

10
water

1
wheat

1
lvl 2 workers

5
Produces:
beer

1
Stores:
beer

50
0

bars

size

2
Requires:
area

2
beer

1
energy

5
wine

1
lvl 1 workers

2
Produces:
crime

1
fun

10
0

civic

Civic buildings add other benefits citizens like — jobs, fun, etc.

parks

size

1
Requires:
area

10
money

5
Produces:
fun

3 (+2)
health

5 (+1)
pollution

-1

7

has enough area to operate has enough money to operate
operational
total health 42
42 health generated
total area -70
70 consumed
total fun 35
35 fun generated
total pollution -7
-7 pollution generated
total expenses -35
35 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+6)
health

6 (+3)
pollution

-3

5

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 45
45 health generated
total area -250
250 consumed
total fun 70
70 fun generated
total pollution -15
-15 pollution generated
total profit 150
150 profit
total workers 30/1
30 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

4

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 24
24 health generated
total area -400
400 consumed
total fun 60
60 fun generated
total pollution -48
-48 pollution generated
total profit 944
944 profit
total workers 24/3
24 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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -6
6 consumed
total energy -600
600 consumed
total culture 3
3 culture generated
total profit 258
258 profit
total workers 12/2
12 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2
2 consumed
total energy -100
100 consumed
total profit 7
7 profit
total workers 3/0
3 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

2

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

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -6
6 consumed
total energy -2,400
2,400 consumed
total profit 585
585 profit
total workers 60/1
60 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -3
-3 health generated
total area -100
100 consumed
total energy -1,500
1,500 consumed
total fun -10
-10 fun generated
total pollution 1
1 pollution generated
total profit 725
725 profit
total workers 250/0
250 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 profit 40
40 profit
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 -80
-80 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
0

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 1.24k
1,240 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -120
120 consumed
total energy -900
900 consumed
total fun 40
40 fun generated
total pollution -2
-2 pollution generated
total profit 1.64k
1,640 profit
total workers 20/4
20 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 10
10 health generated
total area -30
30 consumed
total energy -200
200 consumed
total fun 50
50 fun generated
total expenses -380
-380 running expenses
total workers 5/2
5 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

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 -60
60 consumed
total energy -1,200
1,200 consumed
total profit 420
420 profit
total workers 30/2
30 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 45
45 health generated
total area -12
12 consumed
total energy -150
150 consumed
total profit 3.45k
3,450 profit
total workers 30/4
30 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
0

storage

Storage buildings let you store more of certain resources.

wood_warehouses

size

5
Requires:
area

10
Stores:
wood

100

1

has enough area to operate
operational
total area -10
10 consumed

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

1

has enough area to operate
operational
total area -5
5 consumed

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

1

has enough area to operate
operational
total area -5
5 consumed

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

1

has enough area to operate
operational
total area -10
10 consumed

rock_yards

size

5
Requires:
area

20
Stores:
stone

100

1

has enough area to operate
operational
total area -20
20 consumed

water_tanks

size

5
Requires:
area

10
Stores:
water

100

1

has enough area to operate
operational
total area -10
10 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

1

has enough area to operate
operational
total area -10
10 consumed

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

1

has enough area to operate
operational
total area -10
10 consumed

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

2

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -20
20 consumed
total energy -20
20 consumed
total workers
30
$30 tax income
total workers 10/0
10 workers employed at level 0

Resources

total sulfur sulfur 50/2.05k
total uranium uranium 50/250
total steel steel 2k/50
total fish fish 1.15k/1.15k
total oil oil 0/50
total gas gas 0/50
total gold gold 0/250
total coal coal 0/250
total stone stone 0/150
total bread bread 0/1.05k
total wheat wheat 0/150
total grapes grapes 0/1.05k
total wood wood 0/150
total beer beer 0/50
total wine wine 0/50
total food food 50/150
total produce produce 5/1.1k
total meat meat 1.1k/1.1k
total rice rice 0/150
total cows cows 150/200
total lithium lithium 0/1.05k
total sand sand 0/50
total glass glass 0/50
total water water 235/250
total salt salt 350/350
total missiles missiles 0/50
total shields shields 0/50