ThedeveOnen Year Day Season Citizens Logs
DeNoven 14610 187 summer 277
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
254/day 0/277 0/274 23700 280 $422.963M $2.6k $1.157k 6/10.9k 1.907k/2.33k 83 0 90 3 71

Job/tax levels

Level 0 0.5
1 citizens
204 total jobs
0 available jobs
Level 1 0.3
6 citizens
30 total jobs
0 available jobs
Level 2 0.5
4 citizens
30 total jobs
0 available jobs
Level 3 0.5
256 citizens
0 total jobs
0 available jobs
Level 4 0.5
10 citizens
10 total jobs
0 available jobs
Level 5 0.5
0 citizens
0 total jobs
0 available jobs

Sanctions

Combat

transit

Build transit to add area to your city. Area is required to build most other buildings.

roads

size

1
Produces:
area

25
health

-1
pollution per pop

0.01
sprawl

10
0

highways

size

2
Produces:
area

50
health

-4
pollution per pop

0.02
sprawl

20
0

airports

size

3
Requires:
energy

150
lvl 0 workers

10
Produces:
area

100
health

-2
pollution per pop

0.03
0

bus_lines

size

1
Requires:
money

30
lvl 0 workers

10
Produces:
area

50
health

-2
sprawl

3

5

has enough workers to operate has enough money to operate
operational
total health -10
-10 health generated
total area 250
250 area generated
total sprawl 15
15 sprawl generated
total profit 100
100 profit
total workers 50/0
50 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

2

has enough workers to operate has enough money to operate
operational
total area 2,000
2,000 area generated
total sprawl 2
2 sprawl generated
total profit 20
20 profit
total workers 20/0
20 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

4

operational
total health 8
8 health generated
total area 40
40 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

4

operational
total health 4
4 health generated
total area 40
40 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

13

has enough area to operate
operational
total area -13
13 consumed
total housing 13
13 housing generated
total sprawl 13
13 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

7

has enough energy to operate has enough area to operate
operational
total area -7
7 consumed
total housing 14
14 housing generated
total energy -84
84 consumed
total sprawl 35
35 sprawl generated
total pollution 14
14 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

5

has enough energy to operate has enough area to operate
operational
total area -5
5 consumed
total housing 30
30 housing generated
total energy -90
90 consumed
total sprawl 15
15 sprawl generated
total pollution 25
25 pollution generated

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

4

has enough energy to operate has enough area to operate
operational
total area -40
40 consumed
total housing 80
80 housing generated
total energy -360
360 consumed
total pollution 60
60 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
0

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100
0

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

3

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -30
-30 health generated
total area -15
15 consumed
total energy 6,000
6,000 energy generated
total pollution 90
90 pollution generated
total profit 45
45 profit
total workers 15/0
15 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

2

has enough workers 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 4,000
4,000 energy generated
total pollution 30
30 pollution generated
total profit 20
20 profit
total workers 10/1
10 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600 (+180)
0

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+400)

1

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -5
5 consumed
total energy 900
900 energy generated
total profit 190
190 profit
total workers 10/2
10 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000
0

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000
water

10
0

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
0

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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -15
15 consumed
total energy -1,800
1,800 consumed
total profit 120
120 profit
total workers 30/0
30 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 40
40 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

1

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 -800
800 consumed
total profit 130
130 profit
total workers 10/2
10 workers employed at level 2

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
0

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
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
0

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100
0

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

1

has enough workers to operate has enough area to operate
operational
total area -1
1 consumed
total produce 1
1 produce generated
total workers
5
$5 tax income
total workers 1/0
1 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
0

livestock_farms

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
cows

1
Stores:
cows

50
0

food

Food buildings allow you to distribute food to your citizens.

sushi_restaurants

size

2
Requires:
area

2
energy

50
fish

1
money

10
rice

1
water

1
lvl 3 workers

5
Produces:
culture

1
food

10
Stores:
food

25
0

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50
0

grocery_stores

size

5
Requires:
area

5
bread

5
energy

10
fish

1
meat

1
money

100
produce

1
rice

5
water

1
lvl 1 workers

15
Produces:
food

100
Stores:
food

1000
0

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50
0

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50
0

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

15

has enough area to operate has enough money to operate
operational
total health 90
90 health generated
total area -150
150 consumed
total fun 75
75 fun generated
total pollution -15
-15 pollution generated
total expenses -75
75 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+6)
health

6 (+3)
pollution

-3
0

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (+5)
health

5 (+1)
pollution

-12
0

libraries

size

1
Requires:
area

2
energy

200
money

10
lvl 2 workers

4
Produces:
culture

1
education

random drop

1

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

commerce

Commerce buildings have lots of jobs to attract citizens to your city

retail_shops

size

1
Requires:
area

2
energy

100
money

2
lvl 0 workers

3

6

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational

4

has enough workers to operate requires energy to operate has enough area to operate has enough money to operate
needs energy to operate
total area -12
12 consumed
total energy -600
600 consumed
total profit 78
78 profit
total workers 18/0
18 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 has enough energy to operate has enough area to operate has enough money to operate
operational
total health -6
-6 health generated
total area -30
30 consumed
total energy -3,800
3,800 consumed
total steel 20
20 steel generated
total pollution 2
2 pollution generated
total profit 100
100 profit
total workers 40/0
40 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

1

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

distribution_centers

size

8
Requires:
area

100
energy

1500
money

25
lvl 0 workers

250
Produces:
fun

-10
health

-3
pollution

1
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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -15
15 consumed
total energy -900
900 consumed
total culture 3
3 culture generated
total fun 15
15 fun generated
total profit 120
120 profit
total workers 30/0
30 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10
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
0

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1
0

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

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 -20
20 consumed
total energy -400
400 consumed
total profit 100
100 profit
total workers 10/2
10 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 15
15 health generated
total area -4
4 consumed
total energy -50
50 consumed
total profit 750
750 profit
total workers 10/4
10 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
0

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000
0

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000
0

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100
0

rock_yards

size

5
Requires:
area

20
Stores:
stone

100
0

water_tanks

size

5
Requires:
area

10
Stores:
water

100
0

cow_pens

size

5
Requires:
area

10
Stores:
cows

100
0

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100
0

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500
0

Resources

total sulfur sulfur 1/50
total uranium uranium 1/50
total steel steel 2.05k/2.05k
total fish fish 50/50
total oil oil 1/50
total gas gas 1/50
total gold gold 1/50
total coal coal 1/50
total stone stone 1/50
total bread bread 50/50
total wheat wheat 1/50
total grapes grapes 50/50
total wood wood 1/50
total beer beer 1/50
total wine wine 1/50
total food food 1/50
total produce produce 60/60
total meat meat 1/50
total rice rice 1/50
total cows cows 1/50
total lithium lithium 1/50
total sand sand 1/50
total glass glass 1/50
total water water 1/50
total salt salt 1/50
total missiles missiles 1/50
total shields shields 1/50