Sunken citadel
This city is email-verified
Year Day Season Citizens Logs
TheUnluckyer 14549 25 winter 3180
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
-5/day 0/3.18k 0/2541 669400 3180 $1.819G $41.357k $30.013k 65.29k/175.38k 1.03k/5.14k 8 0 278 17 127

Job/tax levels

Level 0 0.7
63 citizens
1782 total jobs
0 available jobs
Level 1 0.6
2653 citizens
308 total jobs
0 available jobs
Level 2 0.46
7 citizens
141 total jobs
0 available jobs
Level 3 0.4
59 citizens
54 total jobs
0 available jobs
Level 4 0.4
0 citizens
116 total jobs
0 available jobs
Level 5 0.3
398 citizens
140 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

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 profit 150
150 profit
total workers 50/0
50 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

7

operational
total health 14
14 health generated
total area 70
70 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

7

operational
total health 7
7 health generated
total area 70
70 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

3

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -15
15 consumed
total housing 60
60 housing generated
total energy -210
210 consumed
total sprawl 3
3 sprawl generated
total expenses -300
300 running expenses

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

2

has enough energy to operate has enough area to operate
operational
total area -20
20 consumed
total housing 40
40 housing generated
total energy -180
180 consumed
total pollution 30
30 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

10

has enough energy to operate has enough area to operate
operational
total area -200
200 consumed
total housing 1,000
1,000 housing generated
total energy -1,500
1,500 consumed
total pollution 500
500 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

4

has enough energy to operate has enough area to operate
operational
total area -400
400 consumed
total housing 2,000
2,000 housing generated
total energy -2,000
2,000 consumed
total pollution 400
400 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
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 40
40 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)

13

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -65
65 consumed
total energy 10.14k
10.14k energy generated
total profit 1.17k
1,170 profit
total workers 130/1
130 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-80)

2

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -10
10 consumed
total energy 840
840 energy generated
total profit 348
348 profit
total workers 20/2
20 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

2

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -20
20 consumed
total energy 10k
10k energy generated
total expenses -360
-360 running expenses
total workers 20/3
20 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (-200)
water

10

3

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -30
30 consumed
total energy 2,400
2,400 energy generated
total water 30
30 water generated
total profit 186
186 profit
total workers 15/2
15 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 -9.36k
-9,360 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

12

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -120
120 consumed
total pollution -1.2k
-1,200 pollution generated
total profit 10.92k
10,920 profit
total workers 120/5
120 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

13

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -65
65 consumed
total energy -7,800
7,800 consumed
total profit 780
780 profit
total workers 130/0
130 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
0

high_schools

size

3
Requires:
area

10
energy

800
money

70
lvl 2 workers

10
Produces:
education lvl 3

20
0

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10
0

research_labs

size

2
Requires:
area

30
energy

800
money

200
lvl 4 workers

10
Produces:
education lvl 5

5

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -30
30 consumed
total energy -800
800 consumed
total profit 440
440 profit
total workers 10/4
10 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

22

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -110
-110 health generated
total area -550
550 consumed
total energy -41.8k
41.8k consumed consumed
total sulfur 22
22 sulfur generated
total uranium
total gold
total coal 22
22 coal generated
total pollution 220
220 pollution generated
total expenses -880
-880 running expenses
total workers 660/0
660 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 280
280 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
0

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 -66
-66 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
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

10

has enough workers to operate has enough area to operate
operational
total area -10
10 consumed
total produce 10
10 produce generated
total workers
70
$70 tax income
total workers 10/0
10 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

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
operational
total area -200
200 consumed
total energy -20
20 consumed
total produce 10
10 produce generated
total water -10
10 consumed
total profit 50
50 profit
total workers 10/0
10 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

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
operational
total area -200
200 consumed
total energy -20
20 consumed
total cows 2
2 cows generated
total water -20
20 consumed
total profit 50
50 profit
total workers 10/0
10 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

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

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 requires bread to operate
needs bread to operate
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 50
50 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
0

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

4

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 20
20 health generated
total area -20
20 consumed
total food 200
200 food generated
total produce -20
20 consumed
total workers
368
$368 tax income
total workers 20/2
20 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
74
$74 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
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

11

has enough area to operate has enough money to operate
operational
total health 66
66 health generated
total area -110
110 consumed
total fun 55
55 fun generated
total pollution -11
-11 pollution generated
total expenses -55
55 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+6)
health

6 (+3)
pollution

-3

8

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 72
72 health generated
total area -400
400 consumed
total fun 112
112 fun generated
total pollution -24
-24 pollution generated
total profit 336
336 profit
total workers 48/1
48 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 368
368 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 191
191 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

9

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -18
18 consumed
total energy -900
900 consumed
total profit 171
171 profit
total workers 27/0
27 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

15

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 -225
225 consumed
total energy -28.5k
28.5k consumed consumed
total steel 150
150 steel generated
total pollution 15
15 pollution generated
total profit 1.35k
1,350 profit
total workers 300/0
300 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

6

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -12
12 consumed
total energy -4,800
4,800 consumed
total profit 1.41k
1,410 profit
total workers 120/1
120 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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -6
-6 health generated
total area -200
200 consumed
total energy -3,000
3,000 consumed
total fun -20
-20 fun generated
total pollution 2
2 pollution generated
total profit 3.45k
3,450 profit
total workers 500/0
500 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

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 -1,200
1,200 consumed
total culture 4
4 culture generated
total fun 20
20 fun generated
total profit 240
240 profit
total workers 40/0
40 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 profit 80
80 profit
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

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -4
4 consumed
total energy -20
20 consumed
total culture 10
10 culture generated
total fun 2
2 fun generated
total profit 364
364 profit
total workers 6/4
6 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
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 area -70
70 consumed
total energy -250
250 consumed
total fun 9
9 fun generated
total pollution -1
-1 pollution generated
total profit 70
70 profit
total workers 10/3
10 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
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 area -60
60 consumed
total energy -450
450 consumed
total fun 20
20 fun generated
total pollution -1
-1 pollution generated
total profit 260
260 profit
total workers 10/4
10 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

5

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 -100
100 consumed
total energy -2,000
2,000 consumed
total profit 420
420 profit
total workers 50/2
50 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

6

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 90
90 health generated
total area -24
24 consumed
total energy -300
300 consumed
total profit 3.54k
3,540 profit
total workers 60/4
60 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 requires sulfur to operate
needs sulfur to operate

defense_bases

size

1
Requires:
area

100
energy

2500
money

2000
lvl 2 workers

10
Produces:
shields

1
Stores:
shields

250

1

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 -2,500
2,500 consumed
total shields 1
1 shields generated
total expenses -1.82k
-1,816 running expenses
total workers 10/2
10 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

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 -200
200 consumed
total energy -5,000
5,000 consumed
total sulfur -20
20 consumed
total steel -100
100 consumed
total expenses -3.08k
-3,080 running expenses
total workers 20/5
20 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
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

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

1

has enough workers to operate has enough energy to operate has enough area to operate
operational
total area -10
10 consumed
total energy -10
10 consumed
total workers
35
$35 tax income
total workers 5/0
5 workers employed at level 0

Resources

total sulfur sulfur 4/22.05k
total uranium uranium 3.25k/3.25k
total steel steel 14.95k/15.05k
total fish fish 150/150
total oil oil 1/50
total gas gas 1/50
total gold gold 2.25k/2.25k
total coal coal 2.25k/2.25k
total stone stone 1/50
total bread bread 1/550
total wheat wheat 1/150
total grapes grapes 550/550
total wood wood 1/50
total beer beer 1/50
total wine wine 1/50
total food food 296/300
total produce produce 76/750
total meat meat 649/650
total rice rice 1/150
total cows cows 92/150
total lithium lithium 1/50
total sand sand 1/50
total glass glass 1/50
total water water 20/50
total salt salt 1/50
total missiles missiles 50/50
total shields shields 332/1.3k