Rubbertopia
This city is email-verified
contributor
This city has helped build the fragile.city codebase
Year Day Season Citizens Logs
MostlyThere 14331 263 summer 32100
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
-3.242k/day 0/32.1k 0/31759 5657200 32100 $27.622G $335.907k $267.162k 60.83k/886.48k 4.23k/83.5k 322 0 11.685k 507 8.068k

Job/tax levels

Level 0 0.3
253 citizens
17523 total jobs
0 available jobs
Level 1 0.3
680 citizens
4395 total jobs
0 available jobs
Level 2 0.3
322 citizens
3254 total jobs
0 available jobs
Level 3 0.3
10011 citizens
3142 total jobs
0 available jobs
Level 4 0.3
10961 citizens
2425 total jobs
0 available jobs
Level 5 0.08
9873 citizens
1020 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

50

has enough workers to operate has enough money to operate
operational
total health -100
-100 health generated
total area 2,500
2,500 area generated
total sprawl 150
150 sprawl generated
total profit 0
0 profit
total workers 500/0
500 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

72

has enough workers to operate has enough money to operate
operational
total area 72k
72k area generated
total sprawl 72
72 sprawl generated
total expenses -720
-720 running expenses
total workers 720/0
720 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

465

operational
total health 930
930 health generated
total area 4,650
4,650 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

435

operational
total health 435
435 health generated
total area 4,350
4,350 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

100

has enough area to operate
operational
total area -100
100 consumed
total housing 100
100 housing generated
total sprawl 100
100 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

45

has enough energy to operate has enough area to operate
operational
total area -450
450 consumed
total housing 900
900 housing generated
total energy -4,050
4,050 consumed
total pollution 675
675 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

30

has enough energy to operate has enough area to operate
operational
total area -150
150 consumed
total housing 600
600 housing generated
total energy -1,500
1,500 consumed
total pollution 360
360 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

30

has enough energy to operate has enough area to operate
operational
total area -600
600 consumed
total housing 3,000
3,000 housing generated
total energy -4,500
4,500 consumed
total pollution 1.5k
1,500 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

55

has enough energy to operate has enough area to operate
operational
total area -5,500
5,500 consumed
total housing 27.5k
27.5k housing generated
total energy -27.5k
27.5k consumed consumed
total pollution 5.5k
5,500 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
health

-10
pollution

30

10

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -100
-100 health generated
total area -50
50 consumed
total energy 20k
20k energy generated
total pollution 300
300 pollution generated
total profit 50
50 profit
total workers 50/0
50 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

35

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -175
-175 health generated
total area -525
525 consumed
total energy 70k
70k energy generated
total pollution 525
525 pollution generated
total profit 350
350 profit
total workers 175/1
175 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600 (+180)

86

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -430
430 consumed
total energy 67.08k
67.08k energy generated
total profit 2.58k
2,580 profit
total workers 860/1
860 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+400)

86

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -430
430 consumed
total energy 77.4k
77.4k energy generated
total profit 9.46k
9,460 profit
total workers 860/2
860 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

60

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -600
600 consumed
total energy 300k
300k energy generated
total expenses -15.6k
-15,600 running expenses
total workers 600/3
600 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000
water

10

52

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -520
520 consumed
total energy 52k
52k energy generated
total water 520
520 water generated
total profit 1.56k
1,560 profit
total workers 260/2
260 workers employed at level 2

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 has enough uranium to operate
operational
total area -20
20 consumed
total energy 300k
300k energy generated
total uranium -2
2 consumed
total expenses -19.04k
-19,040 running expenses
total workers 20/4
20 workers employed at level 4

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

95

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -950
950 consumed
total pollution -9.5k
-9,500 pollution generated
total profit 19.57k
19,570 profit
total workers 950/5
950 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

76

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -380
380 consumed
total energy -45.6k
45.6k consumed consumed
total profit 1.52k
1,520 profit
total workers 760/0
760 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

62

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -496
496 consumed
total energy -49.6k
49.6k consumed consumed
total profit 1.24k
1,240 profit
total workers 620/1
620 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

56

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -560
560 consumed
total energy -44.8k
44.8k consumed consumed
total profit 2.8k
2,800 profit
total workers 560/2
560 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

55

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,100
1,100 consumed
total energy -66k
66k consumed consumed
total profit 4.95k
4,950 profit
total workers 550/3
550 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

58

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,740
1,740 consumed
total energy -46.4k
46.4k consumed consumed
total profit 16.24k
16,240 profit
total workers 580/4
580 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

68

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -340
-340 health generated
total area -1,700
1,700 consumed
total energy -129.2k
129.2k consumed consumed
total sulfur 68
68 sulfur generated
total uranium
total gold
total coal 68
68 coal generated
total pollution 680
680 pollution generated
total expenses -10.88k
-10,880 running expenses
total workers 2040/0
2040 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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -150
-150 health generated
total area -150
150 consumed
total energy -15k
15k consumed consumed
total uranium 3
3 uranium generated
total pollution 150
150 pollution generated
total expenses -120
-120 running expenses
total workers 60/4
60 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

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,500
2,500 consumed
total energy -5,000
5,000 consumed
total salt 10
10 salt generated
total expenses -8.8k
-8,800 running expenses
total workers 100/2
100 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

25

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -125
125 consumed
total energy -250
250 consumed
total fish 125
125 fish generated
total expenses -3.25k
-3,250 running expenses
total workers 250/2
250 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

10

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 -10k
10k consumed consumed
total water 10
10 water generated
total salt 10
10 salt generated
total expenses -6.16k
-6,160 running expenses
total workers 80/4
80 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

11

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 -1,100
1,100 consumed
total energy -110
110 consumed
total produce 55
55 produce generated
total water -55
55 consumed
total profit 55
55 profit
total workers 55/0
55 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

8

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 -800
800 consumed
total energy -80
80 consumed
total cows 8
8 cows generated
total water -80
80 consumed
total profit 40
40 profit
total workers 40/0
40 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
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

2

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 10
10 health generated
total area -10
10 consumed
total food 100
100 food generated
total produce -10
10 consumed
total workers
120
$120 tax income
total workers 10/2
10 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -4
4 consumed
total energy -10
10 consumed
total meat 20
20 meat generated
total cows -2
2 consumed
total workers
48
$48 tax income
total workers 4/2
4 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

2

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

420

has enough area to operate has enough money to operate
operational
total health 2,520
2,520 health generated
total area -4,200
4,200 consumed
total fun 2,100
2,100 fun generated
total pollution -420
-420 pollution generated
total expenses -2.1k
2,100 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+6)
health

6 (+3)
pollution

-3

250

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 2,250
2,250 health generated
total area -12.5k
12.5k consumed consumed
total fun 3,500
3,500 fun generated
total pollution -750
-750 pollution generated
total profit 1.5k
1,500 profit
total workers 1500/1
1500 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

182

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 1,092
1,092 health generated
total area -18.2k
18.2k consumed consumed
total fun 2,730
2,730 fun generated
total pollution -2.184k
-2,184 pollution generated
total profit 8.01k
8,008 profit
total workers 1092/3
1092 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 5.7k
5,700 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

36

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -72
72 consumed
total energy -3,600
3,600 consumed
total profit 252
252 profit
total workers 108/0
108 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

36

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -108
-108 health generated
total area -540
540 consumed
total energy -68.4k
68.4k consumed consumed
total steel 360
360 steel generated
total pollution 36
36 pollution generated
total profit 360
360 profit
total workers 720/0
720 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

62

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -124
124 consumed
total energy -49.6k
49.6k consumed consumed
total profit 7.13k
7,130 profit
total workers 1240/1
1240 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

42

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -126
-126 health generated
total area -4,200
4,200 consumed
total energy -63k
63k consumed consumed
total fun -420
-420 fun generated
total pollution 42
42 pollution generated
total profit 30.45k
30,450 profit
total workers 10500/0
10500 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

82

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -410
410 consumed
total energy -24.6k
24.6k consumed consumed
total culture 82
82 culture generated
total fun 410
410 fun generated
total profit 1.64k
1,640 profit
total workers 820/0
820 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

58

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,320
2,320 consumed
total energy -29k
29k consumed consumed
total fun 580
580 fun generated
total expenses -2.32k
-2,320 running expenses
total workers 1160/0
1160 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

55

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -110
110 consumed
total energy -550
550 consumed
total culture 275
275 culture generated
total fun 55
55 fun generated
total profit 7.37k
7,370 profit
total workers 165/4
165 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

90

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -6,300
6,300 consumed
total energy -22.5k
22.5k consumed consumed
total fun 810
810 fun generated
total pollution -90
-90 pollution generated
total expenses -900
-900 running expenses
total workers 900/3
900 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

66

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -3,960
3,960 consumed
total energy -29.7k
29.7k consumed consumed
total fun 1,320
1,320 fun generated
total pollution -66
-66 pollution generated
total profit 6.6k
6,600 profit
total workers 660/4
660 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

12

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 120
120 health generated
total area -360
360 consumed
total energy -2,400
2,400 consumed
total fun 600
600 fun generated
total expenses -5.28k
-5,280 running expenses
total workers 60/2
60 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

52

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 520
520 health generated
total area -1,040
1,040 consumed
total energy -20.8k
20.8k consumed consumed
total profit 1.04k
1,040 profit
total workers 520/2
520 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

86

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 1,290
1,290 health generated
total area -344
344 consumed
total energy -4,300
4,300 consumed
total profit 36.98k
36,980 profit
total workers 860/4
860 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough steel to operate has enough sulfur to operate
operational
total area -500
500 consumed
total energy -5,000
5,000 consumed
total sulfur -5
5 consumed
total steel -50
50 consumed
total missiles 1
1 missiles generated
total expenses -4.74k
-4,744 running expenses
total workers 10/5
10 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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -300
300 consumed
total energy -7,500
7,500 consumed
total shields 3
3 shields generated
total expenses -5.64k
-5,640 running expenses
total workers 30/2
30 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

3

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 -600
600 consumed
total energy -15k
15k consumed consumed
total sulfur -60
60 consumed
total steel -300
300 consumed
total expenses -13.46k
-13,464 running expenses
total workers 60/5
60 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

10

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

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

10

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

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

10

has enough area to operate
operational
total area -200
200 consumed

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

10

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

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
150
$150 tax income
total workers 50/0
50 workers employed at level 0

Resources

total sulfur sulfur 67.98k/68.05k
total uranium uranium 9.85k/9.85k
total steel steel 35.7k/36.05k
total fish fish 12k/12.55k
total oil oil 0/50
total gas gas 0/50
total gold gold 6.85k/6.85k
total coal coal 6.85k/6.85k
total stone stone 50/1.05k
total bread bread 50/5.05k
total wheat wheat 0/1.05k
total grapes grapes 0/5.05k
total wood wood -10/1.05k
total beer beer 0/50
total wine wine 0/50
total food food 118/150
total produce produce 5.59k/5.6k
total meat meat 5.15k/5.15k
total rice rice 0/1.05k
total cows cows 6/1.45k
total lithium lithium 50/10.05k
total sand sand 0/50
total glass glass 0/50
total water water 1.42k/1.55k
total salt salt 2.55k/2.55k
total missiles missiles 150/150
total shields shields 3.8k/3.8k