boboville
This city is email-verified
Year Day Season Citizens Logs
bobe 7552 155 spring 4068
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
-1.057k/day 0/4.068k 0/2748 1155380 4080 $17.597G $117.886k $39.707k 189.65k/278.6k 7.412k/15.2k 64 0 537 75 270

Job/tax levels

Level 0 0.35
11 citizens
793 total jobs
0 available jobs
Level 1 0.4
34 citizens
535 total jobs
0 available jobs
Level 2 0.5
38 citizens
644 total jobs
0 available jobs
Level 3 0.6
32 citizens
300 total jobs
0 available jobs
Level 4 0.7
1399 citizens
266 total jobs
0 available jobs
Level 5 0.8
2554 citizens
210 total jobs
0 available jobs

Sanctions

Dopamine is sanctioning this city
山东菏泽曹县 is sanctioning this city

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 (+1)
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

15

has enough workers to operate has enough money to operate
operational
total area 15k
15k area generated
total sprawl 15
15 sprawl generated
total expenses -75
-75 running expenses
total workers 150/0
150 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

10

operational
total health 30
30 health generated
total area 100
100 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

10

operational
total health 10
10 health generated
total area 100
100 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

48

has enough area to operate
operational
total area -48
48 consumed
total housing 48
48 housing generated
total sprawl 48
48 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

1

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -5
5 consumed
total housing 20
20 housing generated
total energy -70
70 consumed
total sprawl 1
1 sprawl generated
total expenses -100
100 running expenses

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15
0

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12
0

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

5

has enough energy to operate has enough area to operate
operational
total area -100
100 consumed
total housing 500
500 housing generated
total energy -750
750 consumed
total pollution 250
250 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

7

has enough energy to operate has enough area to operate
operational
total area -700
700 consumed
total housing 3,500
3,500 housing generated
total energy -3,500
3,500 consumed
total pollution 700
700 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

1

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -10
-10 health generated
total area -5
5 consumed
total energy 2,000
2,000 energy generated
total pollution 30
30 pollution generated
total profit 7
7 profit
total workers 5/0
5 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 20
20 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

30

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -150
150 consumed
total energy 18k
18k energy generated
total profit 1.5k
1,500 profit
total workers 300/1
300 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (-80)

30

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -150
150 consumed
total energy 12.6k
12.6k energy generated
total profit 5.7k
5,700 profit
total workers 300/2
300 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

11

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -110
110 consumed
total energy 55k
55k energy generated
total expenses -220
-220 running expenses
total workers 110/3
110 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+300)
water

10

30

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -300
300 consumed
total energy 39k
39k energy generated
total water 300
300 water generated
total profit 2.1k
2,100 profit
total workers 150/2
150 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

1

has enough workers to operate has enough area to operate has enough money to operate has enough uranium to operate
operational
total area -10
10 consumed
total energy 150k
150k energy generated
total uranium -1
1 consumed
total expenses -8.88k
-8,880 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

20

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -200
200 consumed
total pollution -2k
-2,000 pollution generated
total profit 50.2k
50,200 profit
total workers 200/5
200 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

8

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -40
40 consumed
total energy -4,800
4,800 consumed
total profit 200
200 profit
total workers 80/0
80 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

8

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -64
64 consumed
total energy -6,400
6,400 consumed
total profit 320
320 profit
total workers 80/1
80 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

8

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 -6,400
6,400 consumed
total profit 1.04k
1,040 profit
total workers 80/2
80 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

8

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -160
160 consumed
total energy -9,600
9,600 consumed
total profit 2.64k
2,640 profit
total workers 80/3
80 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

8

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -240
240 consumed
total energy -6,400
6,400 consumed
total profit 7.36k
7,360 profit
total workers 80/4
80 workers employed at level 4

resources

Resource buildings are ways to generate in-game resources. Some regions have unique resource buildings.

lumber_yards

size

5
Requires:
area

25
energy

1900
money

250
lvl 1 workers

10
Produces:
wood

5
Stores:
wood

500

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -25
25 consumed
total energy -1,900
1,900 consumed
total wood 5
5 wood generated
total expenses -170
-170 running expenses
total workers 10/1
10 workers employed at level 1

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

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -25
-25 health generated
total area -125
125 consumed
total energy -9,500
9,500 consumed
total sulfur 5
5 sulfur generated
total uranium
total gold
total coal 5
5 coal generated
total pollution 50
50 pollution generated
total expenses -725
-725 running expenses
total workers 150/0
150 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 1.24k
1,240 profit
total workers 20/4
20 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

wheat_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
wheat

1
Stores:
wheat

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 wheat 8
8 wheat generated
total water -40
40 consumed
total profit 60
60 profit
total workers 40/0
40 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

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 produce 40
40 produce generated
total water -40
40 consumed
total profit 60
60 profit
total workers 40/0
40 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 15
15 profit
total workers 10/0
10 workers employed at level 0

vineyards

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
grapes

1
Stores:
grapes

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 grapes 1
1 grapes generated
total water -10
10 consumed
total profit 7
7 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
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
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 30
30 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
400
$400 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
80
$80 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

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 has enough wheat to operate has enough salt to operate
operational
total area -5
5 consumed
total energy -10
10 consumed
total bread 1
1 bread generated
total wheat -5
5 consumed
total water -5
5 consumed
total salt -1
1 consumed
total profit 30
30 profit
total workers 5/1
5 workers employed at level 1

wineries

size

4
Requires:
area

2
energy

10
grapes

1
water

1
lvl 2 workers

5
Produces:
wine

1
Stores:
wine

50

1

has enough workers to operate has enough energy to operate has enough area to operate has enough water to operate has enough grapes to operate
operational
total area -2
2 consumed
total energy -10
10 consumed
total grapes -1
1 consumed
total wine 1
1 wine generated
total water -1
1 consumed
total workers
100
$100 tax income
total workers 5/2
5 workers employed at level 2

breweries

size

4
Requires:
area

2
energy

10
water

1
wheat

1
lvl 2 workers

5
Produces:
beer

1
Stores:
beer

50

1

has enough workers to operate has enough energy to operate has enough area to operate has enough water to operate has enough wheat to operate
operational
total area -2
2 consumed
total energy -10
10 consumed
total wheat -1
1 consumed
total beer 1
1 beer generated
total water -1
1 consumed
total workers
100
$100 tax income
total workers 5/2
5 workers employed at level 2

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 (+1)
health

5 (+2)
pollution

-1

10

has enough area to operate has enough money to operate
operational
total health 70
70 health generated
total area -100
100 consumed
total fun 40
40 fun generated
total pollution -10
-10 pollution generated
total expenses -50
50 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+2)
health

6 (+2)
pollution

-3

5

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 40
40 health generated
total area -250
250 consumed
total fun 50
50 fun generated
total pollution -15
-15 pollution generated
total profit 90
90 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 (+3)
pollution

-12

10

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 80
80 health generated
total area -1,000
1,000 consumed
total fun 150
150 fun generated
total pollution -120
-120 pollution generated
total profit 1.88k
1,880 profit
total workers 60/3
60 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

5

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 -1,000
1,000 consumed
total culture 5
5 culture generated
total profit 350
350 profit
total workers 20/2
20 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 8
8 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

5

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 -75
75 consumed
total energy -9,500
9,500 consumed
total steel 50
50 steel generated
total pollution 5
5 pollution generated
total profit 100
100 profit
total workers 100/0
100 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

5

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 -4,000
4,000 consumed
total profit 775
775 profit
total workers 100/1
100 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
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

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -50
50 consumed
total energy -3,000
3,000 consumed
total culture 10
10 culture generated
total fun 50
50 fun generated
total profit 250
250 profit
total workers 100/0
100 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

5

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 -2,500
2,500 consumed
total fun 50
50 fun generated
total expenses -150
-150 running expenses
total workers 100/0
100 workers employed at level 0

galleries

size

5
Requires:
area

2
energy

10
money

10
lvl 4 workers

3
Produces:
culture

5
fun

1

12

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -24
24 consumed
total energy -120
120 consumed
total culture 60
60 culture generated
total fun 12
12 fun generated
total profit 3.91k
3,912 profit
total workers 36/4
36 workers employed at level 4

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -350
350 consumed
total energy -1,250
1,250 consumed
total fun 45
45 fun generated
total pollution -5
-5 pollution generated
total profit 1.15k
1,150 profit
total workers 50/3
50 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

7

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -420
420 consumed
total energy -3,150
3,150 consumed
total fun 140
140 fun generated
total pollution -7
-7 pollution generated
total profit 5.18k
5,180 profit
total workers 70/4
70 workers employed at level 4

travel

Travel buildings increase your city's desirability.

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 500
500 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

5

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 75
75 health generated
total area -20
20 consumed
total energy -250
250 consumed
total profit 5.35k
5,350 profit
total workers 50/4
50 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 -2.44k
-2,440 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

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 -1.8k
-1,800 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 requires energy to operate requires area to operate has enough money to operate has enough steel to operate has enough sulfur to operate
needs area, energy, to operate

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
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

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
35
$35 tax income
total workers 10/0
10 workers employed at level 0

Resources

total sulfur sulfur 5.04k/5.05k
total uranium uranium 1.55k/1.55k
total steel steel 3.75k/5.05k
total fish fish 0/1.05k
total oil oil 1/50
total gas gas 1/50
total gold gold 550/550
total coal coal 550/550
total stone stone 1/50
total bread bread 1.1k/1.1k
total wheat wheat 544/550
total grapes grapes 1.1k/1.1k
total wood wood 650/650
total beer beer 100/100
total wine wine 100/100
total food food 295/300
total produce produce 1.43k/1.45k
total meat meat 1.15k/1.15k
total rice rice 55/150
total cows cows 178/250
total lithium lithium 1/50
total sand sand 1/50
total glass glass 1/50
total water water 33/150
total salt salt 1/50
total missiles missiles 149/150
total shields shields 299/300