city.exe
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Year Day Season Citizens Logs
WIA 11504 105 spring 12905
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
-665/day 5.105k/18.01k 0/12827 1245340 12920 $47.467G $616.101k $95.7k 31.045k/265.4k 9.991k/32.11k 40 0 2.218k 442 2.047k

Job/tax levels

Level 0 0.5
12 citizens
8469 total jobs
0 available jobs
Level 1 0.6
1135 citizens
295 total jobs
0 available jobs
Level 2 0.7
30 citizens
286 total jobs
0 available jobs
Level 3 0.8
30 citizens
695 total jobs
0 available jobs
Level 4 0.9
30 citizens
2662 total jobs
0 available jobs
Level 5 1.0
11668 citizens
420 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

30

has enough workers to operate has enough money to operate
operational
total area 30k
30k area generated
total sprawl 30
30 sprawl generated
total profit 300
300 profit
total workers 300/0
300 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

106

operational
total health 212
212 health generated
total area 1,060
1,060 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

105

operational
total health 105
105 health generated
total area 1,050
1,050 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

10

has enough area to operate
operational
total area -10
10 consumed
total housing 10
10 housing generated
total sprawl 10
10 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
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
0

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

36

has enough energy to operate has enough area to operate
operational
total area -3,600
3,600 consumed
total housing 18k
18k housing generated
total energy -18k
18k consumed consumed
total pollution 3.6k
3,600 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 15
15 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
0

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 (+220)
0

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

48

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -480
480 consumed
total energy 240k
240k energy generated
total profit 6.72k
6,720 profit
total workers 480/3
480 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+300)
water

10

18

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -180
180 consumed
total energy 23.4k
23.4k energy generated
total water 180
180 water generated
total profit 1.98k
1,980 profit
total workers 90/2
90 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000
0

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

40

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -400
400 consumed
total pollution -4k
-4,000 pollution generated
total profit 126k
126,000 profit
total workers 400/5
400 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

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 -600
600 consumed
total profit 40
40 profit
total workers 10/0
10 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -8
8 consumed
total energy -800
800 consumed
total profit 80
80 profit
total workers 10/1
10 workers employed at level 1

high_schools

size

3
Requires:
area

10
energy

800
money

70
lvl 2 workers

10
Produces:
education lvl 3

20

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -20
20 consumed
total energy -1,600
1,600 consumed
total profit 420
420 profit
total workers 20/2
20 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -60
60 consumed
total energy -3,600
3,600 consumed
total profit 1.47k
1,470 profit
total workers 30/3
30 workers employed at level 3

research_labs

size

2
Requires:
area

30
energy

800
money

200
lvl 4 workers

10
Produces:
education lvl 5

5

72

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -2,160
2,160 consumed
total energy -57.6k
57.6k consumed consumed
total profit 89.28k
89,280 profit
total workers 720/4
720 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

20

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -100
-100 health generated
total area -500
500 consumed
total energy -38k
38k consumed consumed
total sulfur 20
20 sulfur generated
total uranium
total gold
total coal 20
20 coal generated
total pollution 200
200 pollution generated
total expenses -2k
-2,000 running expenses
total workers 600/0
600 workers employed at level 0

uranium_mines

size

3
Requires:
area

50
energy

5000
money

1000
lvl 4 workers

20
Produces:
health

-50
pollution

50
uranium

1
Stores:
uranium

1000
0

salt_farms

size

5
Requires:
area

250
energy

500
money

1000
lvl 2 workers

10
Produces:
salt

1
Stores:
salt

100
0

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

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 -50
50 consumed
total energy -100
100 consumed
total fish 50
50 fish generated
total profit 300
300 profit
total workers 100/2
100 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

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 -1,000
1,000 consumed
total water 1
1 water generated
total salt 1
1 salt generated
total profit 152
152 profit
total workers 8/4
8 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

4

has enough workers to operate has enough area to operate
operational
total area -4
4 consumed
total produce 4
4 produce generated
total workers
20
$20 tax income
total workers 4/0
4 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

13

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 -1,300
1,300 consumed
total energy -130
130 consumed
total produce 65
65 produce generated
total water -65
65 consumed
total profit 195
195 profit
total workers 65/0
65 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 30
30 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate has enough rice to operate has enough water to operate
operational
total area -2
2 consumed
total energy -50
50 consumed
total culture 1
1 culture generated
total fish -1
1 consumed
total food 10
10 food generated
total rice -1
1 consumed
total water -1
1 consumed
total profit 310
310 profit
total workers 5/3
5 workers employed at level 3

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 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

14

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 70
70 health generated
total area -70
70 consumed
total food 700
700 food generated
total produce -70
70 consumed
total workers
1.96k
$1,960 tax income
total workers 70/2
70 workers employed at level 2

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50

1

has enough workers to operate has enough energy to operate has enough area to operate has enough cows to operate
operational
total area -2
2 consumed
total energy -5
5 consumed
total meat 10
10 meat generated
total cows -1
1 consumed
total workers
56
$56 tax income
total workers 2/2
2 workers employed at level 2

bakeries

size

2
Requires:
area

5
energy

10
money

10
salt

1
water

5
wheat

5
lvl 1 workers

5
Produces:
bread

1
Stores:
bread

50
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

10

has enough area to operate has enough money to operate
operational
total health 60
60 health generated
total area -100
100 consumed
total fun 50
50 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 (+6)
health

6 (+3)
pollution

-3

30

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 270
270 health generated
total area -1,500
1,500 consumed
total fun 420
420 fun generated
total pollution -90
-90 pollution generated
total profit 1.26k
1,260 profit
total workers 180/1
180 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

30

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 180
180 health generated
total area -3,000
3,000 consumed
total fun 450
450 fun generated
total pollution -360
-360 pollution generated
total profit 8.52k
8,520 profit
total workers 180/3
180 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

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 -200
200 consumed
total culture 1
1 culture generated
total profit 102
102 profit
total workers 4/2
4 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
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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -33
-33 health generated
total area -165
165 consumed
total energy -20.9k
20.9k consumed consumed
total steel 110
110 steel generated
total pollution 11
11 pollution generated
total profit 550
550 profit
total workers 220/0
220 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 1.18k
1,175 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

29

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -87
-87 health generated
total area -2,900
2,900 consumed
total energy -43.5k
43.5k consumed consumed
total fun -290
-290 fun generated
total pollution 29
29 pollution generated
total profit 35.52k
35,525 profit
total workers 7250/0
7250 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
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

88

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -176
176 consumed
total energy -880
880 consumed
total culture 440
440 culture generated
total fun 88
88 fun generated
total profit 37.14k
37,136 profit
total workers 264/4
264 workers employed at level 4

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

75

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -4,500
4,500 consumed
total energy -33.75k
33.75k consumed consumed
total fun 1,500
1,500 fun generated
total pollution -75
-75 pollution generated
total profit 79.5k
79,500 profit
total workers 750/4
750 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
0

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

92

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 1,380
1,380 health generated
total area -368
368 consumed
total energy -4,600
4,600 consumed
total profit 127.88k
127,880 profit
total workers 920/4
920 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

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 profit 1.4k
1,400 profit
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

2

has enough area to operate
operational
total area -20
20 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
0

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
25
$25 tax income
total workers 5/0
5 workers employed at level 0

Resources

total sulfur sulfur 20.03k/20.05k
total uranium uranium 2.05k/2.05k
total steel steel 10.95k/11.05k
total fish fish 1.01k/1.05k
total oil oil 1/50
total gas gas 1/50
total gold gold 2.05k/2.05k
total coal coal 2.05k/2.05k
total stone stone 1/50
total bread bread 1/550
total wheat wheat 1/50
total grapes grapes 117/550
total wood wood 10/50
total beer beer 1/50
total wine wine 2/50
total food food 812/825
total produce produce 176/1.24k
total meat meat 423/600
total rice rice 1/50
total cows cows 249/250
total lithium lithium 1/50
total sand sand 1/50
total glass glass 1/50
total water water 214/300
total salt salt 100/100
total missiles missiles 1/50
total shields shields 1/1.05k