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Year Day Season Citizens Logs
bwebs 14291 114 spring 26086
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
3.141k/day 0/26.086k 0/13948 873320 26100 $64.066G $119.891k $109.602k 314.182k/674.84k 8.955k/42.25k 980 0 4.805k 42 4.558k

Job/tax levels

Level 0 0.5
226 citizens
8499 total jobs
0 available jobs
Level 1 0.4
200 citizens
1639 total jobs
0 available jobs
Level 2 0.3
800 citizens
1289 total jobs
0 available jobs
Level 3 0.2
13183 citizens
987 total jobs
0 available jobs
Level 4 0.1
6472 citizens
1004 total jobs
0 available jobs
Level 5 0.1
5205 citizens
530 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

16

has enough workers to operate has enough money to operate
operational
total health -32
-32 health generated
total area 800
800 area generated
total sprawl 48
48 sprawl generated
total profit 320
320 profit
total workers 160/0
160 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

36

has enough workers to operate has enough money to operate
operational
total area 36k
36k area generated
total sprawl 36
36 sprawl generated
total profit 360
360 profit
total workers 360/0
360 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

274

operational
total health 548
548 health generated
total area 2,740
2,740 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

271

operational
total health 271
271 health generated
total area 2,710
2,710 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

302

has enough area to operate
operational
total area -302
302 consumed
total housing 302
302 housing generated
total sprawl 302
302 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

76

has enough energy to operate has enough area to operate
operational
total area -76
76 consumed
total housing 152
152 housing generated
total energy -912
912 consumed
total sprawl 380
380 sprawl generated
total pollution 152
152 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

62

has enough energy to operate has enough area to operate
operational
total area -62
62 consumed
total housing 372
372 housing generated
total energy -1,116
1,116 consumed
total sprawl 186
186 sprawl generated
total pollution 310
310 pollution generated

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1

28

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -140
140 consumed
total housing 560
560 housing generated
total energy -1,960
1,960 consumed
total sprawl 28
28 sprawl generated
total expenses -2.8k
2,800 running expenses

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

49

has enough energy to operate has enough area to operate
operational
total area -490
490 consumed
total housing 980
980 housing generated
total energy -4,410
4,410 consumed
total pollution 735
735 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

61

has enough energy to operate has enough area to operate
operational
total area -305
305 consumed
total housing 1,220
1,220 housing generated
total energy -3,050
3,050 consumed
total pollution 732
732 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

85

has enough energy to operate has enough area to operate
operational
total area -1,700
1,700 consumed
total housing 8,500
8,500 housing generated
total energy -12.75k
12.75k consumed consumed
total pollution 4.25k
4,250 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

28

has enough energy to operate has enough area to operate
operational
total area -2,800
2,800 consumed
total housing 14k
14k housing generated
total energy -14k
14k consumed consumed
total pollution 2.8k
2,800 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

12

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -120
-120 health generated
total area -60
60 consumed
total energy 24k
24k energy generated
total pollution 360
360 pollution generated
total profit 180
180 profit
total workers 60/0
60 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

16

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -80
-80 health generated
total area -240
240 consumed
total energy 32k
32k energy generated
total pollution 240
240 pollution generated
total profit 320
320 profit
total workers 80/1
80 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600 (+180)

49

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -245
245 consumed
total energy 38.22k
38.22k energy generated
total profit 2.45k
2,450 profit
total workers 490/1
490 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+220)

36

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -180
180 consumed
total energy 25.92k
25.92k energy generated
total profit 3.96k
3,960 profit
total workers 360/2
360 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

16

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -160
160 consumed
total energy 80k
80k energy generated
total expenses -5.44k
-5,440 running expenses
total workers 160/3
160 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+300)
water

10

19

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -190
190 consumed
total energy 24.7k
24.7k energy generated
total water 190
190 water generated
total profit 570
570 profit
total workers 95/2
95 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

3

has enough workers to operate has enough area to operate has enough money to operate has enough uranium to operate
operational
total area -30
30 consumed
total energy 450k
450k energy generated
total uranium -3
3 consumed
total expenses -29.52k
-29,520 running expenses
total workers 30/4
30 workers employed at level 4

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

53

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -530
530 consumed
total pollution -5.3k
-5,300 pollution generated
total profit 14.31k
14,310 profit
total workers 530/5
530 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

80

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 -48k
48k consumed consumed
total profit 3.2k
3,200 profit
total workers 800/0
800 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

32

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -256
256 consumed
total energy -25.6k
25.6k consumed consumed
total profit 1.28k
1,280 profit
total workers 320/1
320 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

26

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -260
260 consumed
total energy -20.8k
20.8k consumed consumed
total profit 1.3k
1,300 profit
total workers 260/2
260 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

26

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -520
520 consumed
total energy -31.2k
31.2k consumed consumed
total profit 260
260 profit
total workers 260/3
260 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

29

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -870
870 consumed
total energy -23.2k
23.2k consumed consumed
total expenses -1.16k
-1,160 running expenses
total workers 290/4
290 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

13

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -65
-65 health generated
total area -325
325 consumed
total energy -24.7k
24.7k consumed consumed
total sulfur 13
13 sulfur generated
total uranium
total gold
total coal 13
13 coal generated
total pollution 130
130 pollution generated
total expenses -1.3k
-1,300 running expenses
total workers 390/0
390 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

2

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 -100
100 consumed
total energy -10k
10k consumed consumed
total uranium 2
2 uranium generated
total pollution 100
100 pollution generated
total expenses -1.36k
-1,360 running expenses
total workers 40/4
40 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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -750
750 consumed
total energy -1,500
1,500 consumed
total salt 3
3 salt generated
total expenses -2.64k
-2,640 running expenses
total workers 30/2
30 workers employed at level 2

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100

5

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 -50
50 consumed
total fish 25
25 fish generated
total expenses -650
-650 running expenses
total workers 50/2
50 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

3

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 -3,000
3,000 consumed
total water 3
3 water generated
total salt 3
3 salt generated
total expenses -2.62k
-2,616 running expenses
total workers 24/4
24 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

16

has enough workers to operate has enough area to operate
operational
total area -16
16 consumed
total produce 16
16 produce generated
total workers
80
$80 tax income
total workers 16/0
16 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

6

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 -600
600 consumed
total energy -60
60 consumed
total produce 30
30 produce generated
total water -30
30 consumed
total profit 90
90 profit
total workers 30/0
30 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 75
75 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

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 70
70 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 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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate requires rice to operate has enough meat to operate has enough water to operate requires bread to operate has enough produce to operate
needs bread, rice, to operate

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50

1

has enough workers to operate has enough area to operate has enough produce to operate
operational
total health 5
5 health generated
total area -5
5 consumed
total food 50
50 food generated
total produce -5
5 consumed
total workers
60
$60 tax income
total workers 5/2
5 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
48
$48 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 requires wheat to operate has enough salt to operate
needs wheat to operate

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
60
$60 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
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

329

has enough area to operate has enough money to operate
operational
total health 1,974
1,974 health generated
total area -3,290
3,290 consumed
total fun 1,645
1,645 fun generated
total pollution -329
-329 pollution generated
total expenses -1.65k
1,645 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+6)
health

6 (+3)
pollution

-3

84

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 756
756 health generated
total area -4,200
4,200 consumed
total fun 1,176
1,176 fun generated
total pollution -252
-252 pollution generated
total profit 1.51k
1,512 profit
total workers 504/1
504 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

67

has enough workers to operate has enough area to operate has enough money to operate
operational
total health 402
402 health generated
total area -6,700
6,700 consumed
total fun 1,005
1,005 fun generated
total pollution -804
-804 pollution generated
total expenses -268
-268 running expenses
total workers 402/3
402 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

30

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 -6,000
6,000 consumed
total culture 30
30 culture generated
total profit 1.14k
1,140 profit
total workers 120/2
120 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

16

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -32
32 consumed
total energy -1,600
1,600 consumed
total profit 208
208 profit
total workers 48/0
48 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

24

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -72
-72 health generated
total area -360
360 consumed
total energy -45.6k
45.6k consumed consumed
total steel 240
240 steel generated
total pollution 24
24 pollution generated
total profit 1.2k
1,200 profit
total workers 480/0
480 workers employed at level 0

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

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 -9,600
9,600 consumed
total profit 1.86k
1,860 profit
total workers 240/1
240 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

23

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -69
-69 health generated
total area -2,300
2,300 consumed
total energy -34.5k
34.5k consumed consumed
total fun -230
-230 fun generated
total pollution 23
23 pollution generated
total profit 28.18k
28,175 profit
total workers 5750/0
5750 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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -55
55 consumed
total energy -3,300
3,300 consumed
total culture 11
11 culture generated
total fun 55
55 fun generated
total profit 440
440 profit
total workers 110/0
110 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

13

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -520
520 consumed
total energy -6,500
6,500 consumed
total fun 130
130 fun generated
total profit 0
0 profit
total workers 260/0
260 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

16

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -1,120
1,120 consumed
total energy -4,000
4,000 consumed
total fun 144
144 fun generated
total pollution -16
-16 pollution generated
total expenses -1.44k
-1,440 running expenses
total workers 160/3
160 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

14

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -840
840 consumed
total energy -6,300
6,300 consumed
total fun 280
280 fun generated
total pollution -14
-14 pollution generated
total expenses -3.08k
-3,080 running expenses
total workers 140/4
140 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

12

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 120
120 health generated
total area -360
360 consumed
total energy -2,400
2,400 consumed
total fun 600
600 fun generated
total expenses -5.28k
-5,280 running expenses
total workers 60/2
60 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

30

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 300
300 health generated
total area -600
600 consumed
total energy -12k
12k consumed consumed
total profit 600
600 profit
total workers 300/2
300 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

48

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 720
720 health generated
total area -192
192 consumed
total energy -2,400
2,400 consumed
total profit 5.28k
5,280 profit
total workers 480/4
480 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

2

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

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

2

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

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

3

has enough area to operate
operational
total area -15
15 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

3

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

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

2

has enough area to operate
operational
total area -20
20 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
50
$50 tax income
total workers 10/0
10 workers employed at level 0

Resources

total sulfur sulfur 13.05k/13.05k
total uranium uranium 3.35k/3.35k
total steel steel 24.05k/24.05k
total fish fish 0/2.55k
total oil oil 1/50
total gas gas 1/50
total gold gold 1.35k/1.35k
total coal coal 1.35k/1.35k
total stone stone 250/250
total bread bread 1/1.05k
total wheat wheat 1/250
total grapes grapes 1/1.05k
total wood wood 20/250
total beer beer 1/50
total wine wine 100/100
total food food 148/175
total produce produce 1.5k/1.51k
total meat meat 1.15k/1.15k
total rice rice 1/250
total cows cows 498/500
total lithium lithium 1/3.05k
total sand sand 1/50
total glass glass 1/50
total water water 418/500
total salt salt 700/700
total missiles missiles 50/50
total shields shields 50/50