lvm
contributor
This city has helped build the fragile.city codebase
Year Day Season Citizens Logs
lovalmidas 11316 301 fall 10748
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
429/day -5.937k/4.811k 0/4893 435000 10760 $1.617G $65.634k $30.509k 27.372k/174.9k 284/12.18k 197 0 652 32 990

Job/tax levels

Level 0 0.7
132 citizens
2256 total jobs
0 available jobs
Level 1 0.55
30 citizens
870 total jobs
0 available jobs
Level 2 0.4
16 citizens
747 total jobs
0 available jobs
Level 3 0.25
19 citizens
360 total jobs
0 available jobs
Level 4 0.18
1413 citizens
440 total jobs
0 available jobs
Level 5 0.12
9138 citizens
220 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 (+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

2

has enough workers to operate has enough money to operate
operational
total health -4
-4 health generated
total area 100
100 area generated
total sprawl 6
6 sprawl generated
total profit 80
80 profit
total workers 20/0
20 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

11

has enough workers to operate has enough money to operate
operational
total area 11k
11k area generated
total sprawl 11
11 sprawl generated
total profit 330
330 profit
total workers 110/0
110 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2 (+1)

54

operational
total health 162
162 health generated
total area 540
540 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

54

operational
total health 54
54 health generated
total area 540
540 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

41

has enough area to operate
operational
total area -41
41 consumed
total housing 41
41 housing generated
total sprawl 41
41 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

13

has enough energy to operate has enough area to operate
operational
total area -13
13 consumed
total housing 26
26 housing generated
total energy -156
156 consumed
total sprawl 65
65 sprawl generated
total pollution 26
26 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

24

has enough energy to operate has enough area to operate
operational
total area -24
24 consumed
total housing 144
144 housing generated
total energy -432
432 consumed
total sprawl 72
72 sprawl generated
total pollution 120
120 pollution generated

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1

2

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -10
10 consumed
total housing 40
40 housing generated
total energy -140
140 consumed
total sprawl 2
2 sprawl generated
total expenses -200
200 running expenses

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

13

has enough energy to operate has enough area to operate
operational
total area -130
130 consumed
total housing 260
260 housing generated
total energy -1,170
1,170 consumed
total pollution 195
195 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

65

has enough energy to operate has enough area to operate
operational
total area -325
325 consumed
total housing 1,300
1,300 housing generated
total energy -3,250
3,250 consumed
total pollution 780
780 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

15

has enough energy to operate has enough area to operate
operational
total area -300
300 consumed
total housing 1,500
1,500 housing generated
total energy -2,250
2,250 consumed
total pollution 750
750 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

3

has enough energy to operate has enough area to operate
operational
total area -300
300 consumed
total housing 1,500
1,500 housing generated
total energy -1,500
1,500 consumed
total pollution 300
300 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 (+1000)
health

-10
pollution

30

14

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -140
-140 health generated
total area -70
70 consumed
total energy 42k
42k energy generated
total pollution 420
420 pollution generated
total profit 350
350 profit
total workers 70/0
70 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

13

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -65
-65 health generated
total area -195
195 consumed
total energy 26k
26k energy generated
total pollution 195
195 pollution generated
total profit 455
455 profit
total workers 65/1
65 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

34

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -170
170 consumed
total energy 20.4k
20.4k energy generated
total profit 2.72k
2,720 profit
total workers 340/1
340 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500

24

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -120
120 consumed
total energy 12k
12k energy generated
total profit 3.6k
3,600 profit
total workers 240/2
240 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

8

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -80
80 consumed
total energy 40k
40k energy generated
total expenses -2.4k
-2,400 running expenses
total workers 80/3
80 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+500)
water

10

23

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -230
230 consumed
total energy 34.5k
34.5k energy generated
total water 230
230 water generated
total profit 1.15k
1,150 profit
total workers 115/2
115 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

22

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -220
220 consumed
total pollution -2.2k
-2,200 pollution generated
total profit 7.35k
7,348 profit
total workers 220/5
220 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

40

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 -24k
24k consumed consumed
total profit 2.4k
2,400 profit
total workers 400/0
400 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

24

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -192
192 consumed
total energy -19.2k
19.2k consumed consumed
total profit 1.68k
1,680 profit
total workers 240/1
240 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

19

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -190
190 consumed
total energy -15.2k
15.2k consumed consumed
total profit 1.71k
1,710 profit
total workers 190/2
190 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

18

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -360
360 consumed
total energy -21.6k
21.6k consumed consumed
total profit 900
900 profit
total workers 180/3
180 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

14

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 -11.2k
11.2k consumed consumed
total profit 1.23k
1,232 profit
total workers 140/4
140 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 -140
-140 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
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

quarries

size

5
Requires:
area

100
energy

500
money

1000
lvl 4 workers

20
Produces:
stone

1
Stores:
stone

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 -100
100 consumed
total energy -500
500 consumed
total stone 1
1 stone generated
total expenses -424
-424 running expenses
total workers 20/4
20 workers employed at level 4

reservoirs

size

10
Requires:
area

500
energy

100
money

100
lvl 1 workers

5
Produces:
water

100
Stores:
water

1000

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,500
1,500 consumed
total energy -300
300 consumed
total water 300
300 water generated
total expenses -135
-135 running expenses
total workers 15/1
15 workers employed at level 1

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

rice_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
rice

1
Stores:
rice

50

5

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 -500
500 consumed
total energy -50
50 consumed
total rice 5
5 rice generated
total water -25
25 consumed
total profit 125
125 profit
total workers 25/0
25 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

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 275
275 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

5

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 -500
500 consumed
total energy -50
50 consumed
total cows 5
5 cows generated
total water -50
50 consumed
total profit 125
125 profit
total workers 25/0
25 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

5

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 -500
500 consumed
total energy -50
50 consumed
total grapes 5
5 grapes generated
total water -50
50 consumed
total profit 125
125 profit
total workers 25/0
25 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
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
160
$160 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
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 (-1)
health

5 (+2)
pollution

-1

62

has enough area to operate has enough money to operate
operational
total health 434
434 health generated
total area -620
620 consumed
total fun 124
124 fun generated
total pollution -62
-62 pollution generated
total expenses -310
310 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (-1)
health

6 (+2)
pollution

-3

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 -500
500 consumed
total fun 70
70 fun generated
total pollution -30
-30 pollution generated
total profit 360
360 profit
total workers 60/1
60 workers employed at level 1

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (-2)
health

5 (+2)
pollution

-12

5

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 35
35 health generated
total area -500
500 consumed
total fun 40
40 fun generated
total pollution -60
-60 pollution generated
total profit 100
100 profit
total workers 30/3
30 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

13

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -26
26 consumed
total energy -2,600
2,600 consumed
total culture 13
13 culture generated
total profit 702
702 profit
total workers 52/2
52 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

22

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -44
44 consumed
total energy -2,200
2,200 consumed
total profit 418
418 profit
total workers 66/0
66 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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -9
-9 health generated
total area -45
45 consumed
total energy -5,700
5,700 consumed
total steel 30
30 steel generated
total pollution 3
3 pollution generated
total profit 270
270 profit
total workers 60/0
60 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

7

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -14
14 consumed
total energy -5,600
5,600 consumed
total profit 1.5k
1,505 profit
total workers 140/1
140 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

4

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -12
-12 health generated
total area -400
400 consumed
total energy -6,000
6,000 consumed
total fun -40
-40 fun generated
total pollution 4
4 pollution generated
total profit 6.9k
6,900 profit
total workers 1000/0
1000 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

19

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -95
95 consumed
total energy -5,700
5,700 consumed
total culture 19
19 culture generated
total fun 95
95 fun generated
total profit 1.14k
1,140 profit
total workers 190/0
190 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -400
400 consumed
total energy -5,000
5,000 consumed
total fun 100
100 fun generated
total profit 400
400 profit
total workers 200/0
200 workers employed at level 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

7

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -490
490 consumed
total energy -1,750
1,750 consumed
total fun 63
63 fun generated
total pollution -7
-7 pollution generated
total expenses -350
-350 running expenses
total workers 70/3
70 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
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 -300
300 consumed
total energy -2,250
2,250 consumed
total fun 100
100 fun generated
total pollution -5
-5 pollution generated
total expenses -460
-460 running expenses
total workers 50/4
50 workers employed at level 4

travel

Travel buildings increase your city's desirability.

ski_resorts

size

3
Requires:
area

50
energy

400
money

1000
lvl 2 workers

25
Produces:
fun

50
health

10

2

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 20
20 health generated
total area -100
100 consumed
total energy -800
800 consumed
total fun 100
100 fun generated
total expenses -1.2k
-1,200 running expenses
total workers 50/2
50 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

8

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 80
80 health generated
total area -160
160 consumed
total energy -3,200
3,200 consumed
total profit 480
480 profit
total workers 80/2
80 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

23

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 345
345 health generated
total area -92
92 consumed
total energy -1,150
1,150 consumed
total profit 5.47k
5,474 profit
total workers 230/4
230 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

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 -1.84k
-1,840 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
0

storage

Storage buildings let you store more of certain resources.

wood_warehouses

size

5
Requires:
area

10
Stores:
wood

100

2

has enough area to operate
operational
total area -20
20 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

2

has enough area to operate
operational
total area -10
10 consumed

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

2

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

rock_yards

size

5
Requires:
area

20
Stores:
stone

100

2

has enough area to operate
operational
total area -40
40 consumed

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

3

has enough area to operate
operational
total area -30
30 consumed

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

2

has enough area to operate
operational
total area -20
20 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
70
$70 tax income
total workers 10/0
10 workers employed at level 0

Resources

total sulfur sulfur 0/50
total uranium uranium 50/50
total steel steel 3k/3.05k
total fish fish 0/1.05k
total oil oil 0/50
total gas gas 0/50
total gold gold 0/50
total coal coal 0/50
total stone stone 350/350
total bread bread 0/1.05k
total wheat wheat 0/250
total grapes grapes 1.3k/1.3k
total wood wood 750/750
total beer beer 0/50
total wine wine 0/50
total food food 150/150
total produce produce 1.59k/1.6k
total meat meat 0/1.05k
total rice rice 500/500
total cows cows 600/600
total lithium lithium 0/2.05k
total sand sand 0/50
total glass glass 0/50
total water water 3k/3.25k
total salt salt 0/250
total missiles missiles 50/50
total shields shields 150/300