wrrp Year Day Season Citizens Logs
wrrp 10613 143 spring 6270
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
939/day -1.921k/4.349k 3705/9975 0 0 $12.406G $233.26k $35.065k 88.338k/263.36k 1.239k/9.4k 490 0 735 0 2.113k

Job/tax levels

Level 0 0.85
96 citizens
5508 total jobs
2603 available jobs
Level 1 0.75
28 citizens
1589 total jobs
624 available jobs
Level 2 0.6
14 citizens
1026 total jobs
96 available jobs
Level 3 0.75
4 citizens
742 total jobs
242 available jobs
Level 4 0.75
24 citizens
910 total jobs
140 available jobs
Level 5 0.8
6104 citizens
200 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

8

has enough workers to operate has enough money to operate
operational
total area 8,000
8,000 area generated
total sprawl 8
8 sprawl generated
total profit 360
360 profit
total workers 80/0
80 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

64

operational
total health 128
128 health generated
total area 640
640 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

76

operational
total health 76
76 health generated
total area 760
760 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

115

has enough area to operate
operational
total area -115
115 consumed
total housing 115
115 housing generated
total sprawl 115
115 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

50

has enough energy to operate has enough area to operate
operational
total area -50
50 consumed
total housing 100
100 housing generated
total energy -600
600 consumed
total sprawl 250
250 sprawl generated
total pollution 100
100 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

39

has enough energy to operate has enough area to operate
operational
total area -39
39 consumed
total housing 234
234 housing generated
total energy -702
702 consumed
total sprawl 117
117 sprawl generated
total pollution 195
195 pollution generated

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

78

has enough energy to operate has enough area to operate
operational
total area -780
780 consumed
total housing 1,560
1,560 housing generated
total energy -7,020
7,020 consumed
total pollution 1.17k
1,170 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

72

has enough energy to operate has enough area to operate
operational
total area -360
360 consumed
total housing 1,440
1,440 housing generated
total energy -3,600
3,600 consumed
total pollution 864
864 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

4

has enough energy to operate has enough area to operate
operational
total area -80
80 consumed
total housing 400
400 housing generated
total energy -600
600 consumed
total pollution 200
200 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

1

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

2

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -20
-20 health generated
total area -10
10 consumed
total energy 4,000
4,000 energy generated
total pollution 60
60 pollution generated
total profit 65
65 profit
total workers 10/0
10 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

27

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -135
-135 health generated
total area -405
405 consumed
total energy 54k
54k energy generated
total pollution 405
405 pollution generated
total profit 1.49k
1,485 profit
total workers 135/1
135 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600 (+180)

42

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -210
210 consumed
total energy 32.76k
32.76k energy generated
total profit 5.04k
5,040 profit
total workers 420/1
420 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+220)

30

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -150
150 consumed
total energy 21.6k
21.6k energy generated
total profit 6.9k
6,900 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

25

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -250
250 consumed
total energy 125k
125k energy generated
total profit 2.5k
2,500 profit
total workers 250/3
250 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000 (+300)
water

10

20

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -200
200 consumed
total energy 26k
26k energy generated
total water 200
200 water generated
total profit 1.8k
1,800 profit
total workers 100/2
100 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

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

60

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 -36k
36k consumed consumed
total profit 4.5k
4,500 profit
total workers 600/0
600 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

41

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -328
328 consumed
total energy -32.8k
32.8k consumed consumed
total profit 4.51k
4,510 profit
total workers 410/1
410 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 4.42k
4,420 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

25

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -500
500 consumed
total energy -30k
30k consumed consumed
total profit 11.25k
11,250 profit
total workers 250/3
250 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

21

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -630
630 consumed
total energy -16.8k
16.8k consumed consumed
total profit 21k
21,000 profit
total workers 210/4
210 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

6

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

uranium_mines

size

3
Requires:
area

50
energy

5000
money

1000
lvl 4 workers

20
Produces:
health

-50
pollution

50
uranium

1
Stores:
uranium

1000
0

salt_farms

size

5
Requires:
area

250
energy

500
money

1000
lvl 2 workers

10
Produces:
salt

1
Stores:
salt

100
0

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100
0

desalination_plants

size

5
Requires:
area

100
energy

1000
money

1000
lvl 4 workers

8
Produces:
salt

1
water

1
Stores:
salt

50
water

50
0

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10
0

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50
0

livestock_farms

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
cows

1
Stores:
cows

50
0

food

Food buildings allow you to distribute food to your citizens.

sushi_restaurants

size

2
Requires:
area

2
energy

50
fish

1
money

10
rice

1
water

1
lvl 3 workers

5
Produces:
culture

1
food

10
Stores:
food

25
0

delis

size

2
Requires:
area

2
bread

1
energy

10
meat

1
money

10
lvl 1 workers

5
Produces:
food

25
Stores:
food

50
0

grocery_stores

size

5
Requires:
area

5
bread

5
energy

10
fish

1
meat

1
money

100
produce

1
rice

5
water

1
lvl 1 workers

15
Produces:
food

100
Stores:
food

1000
0

farmers_markets

size

2
Requires:
area

5
produce

5
lvl 2 workers

5
Produces:
food

50
health

5
Stores:
food

50
0

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50
0

bakeries

size

2
Requires:
area

5
energy

10
money

10
salt

1
water

5
wheat

5
lvl 1 workers

5
Produces:
bread

1
Stores:
bread

50
0

wineries

size

4
Requires:
area

2
energy

10
grapes

1
water

1
lvl 2 workers

5
Produces:
wine

1
Stores:
wine

50
0

breweries

size

4
Requires:
area

2
energy

10
water

1
wheat

1
lvl 2 workers

5
Produces:
beer

1
Stores:
beer

50
0

bars

size

2
Requires:
area

2
beer

1
energy

5
wine

1
lvl 1 workers

2
Produces:
crime

1
fun

10
0

civic

Civic buildings add other benefits citizens like — jobs, fun, etc.

parks

size

1
Requires:
area

10
money

5
Produces:
fun

3 (+2)
health

5 (+1)
pollution

-1

163

has enough area to operate has enough money to operate
operational
total health 978
978 health generated
total area -1,630
1,630 consumed
total fun 815
815 fun generated
total pollution -163
-163 pollution generated
total expenses -815
815 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+6)
health

6 (+3)
pollution

-3

51

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

nature_preserves

size

3
Requires:
area

100
money

100
lvl 3 workers

6
Produces:
fun

10 (+5)
health

5 (+1)
pollution

-12

22

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

libraries

size

1
Requires:
area

2
energy

200
money

10
lvl 2 workers

4
Produces:
culture

1
education

random drop

24

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

commerce

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

retail_shops

size

1
Requires:
area

2
energy

100
money

2
lvl 0 workers

3

26

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

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

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

office_buildings

size

3
Requires:
area

2
energy

800
money

5
lvl 1 workers

20

24

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

distribution_centers

size

8
Requires:
area

100
energy

1500
money

25
lvl 0 workers

250
Produces:
fun

-10
health

-3
pollution

1

8

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

6

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate
total health -24
-24 health generated
total area -800
800 consumed
total energy -12k
12k consumed consumed
total fun -80
-80 fun generated
total pollution 8
8 pollution generated
total profit 16.8k
16,800 profit
total workers 2000/0
2000 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

32

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

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

26

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

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

22

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

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

14

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

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

27

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 270
270 health generated
total area -540
540 consumed
total energy -10.8k
10.8k consumed consumed
total profit 3.78k
3,780 profit
total workers 270/2
270 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

56

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 840
840 health generated
total area -224
224 consumed
total energy -2,800
2,800 consumed
total profit 64.4k
64,400 profit
total workers 560/4
560 workers employed at level 4

combat

Combat buildings let you attack other cities, or defend your city from attack.

air_bases

size

2
Requires:
area

500
energy

5000
money

5000
steel

50
sulfur

5
lvl 5 workers

10
Produces:
daily strikes

1
missiles

1
Stores:
missiles

100
0

defense_bases

size

1
Requires:
area

100
energy

2500
money

2000
lvl 2 workers

10
Produces:
shields

1
Stores:
shields

250
0

missile_defense_arrays

size

1
Requires:
area

200
energy

5000
money

5000
steel

100
sulfur

20
lvl 5 workers

20
Stores:
shields

1000
0

storage

Storage buildings let you store more of certain resources.

wood_warehouses

size

5
Requires:
area

10
Stores:
wood

100
0

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000
0

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000
0

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100
0

rock_yards

size

5
Requires:
area

20
Stores:
stone

100
0

water_tanks

size

5
Requires:
area

10
Stores:
water

100
0

cow_pens

size

5
Requires:
area

10
Stores:
cows

100
0

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100
0

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500
0

Resources

total sulfur sulfur 50/50
total uranium uranium 50/50
total steel steel 11k/50
total fish fish 0/50
total oil oil 0/50
total gas gas 0/50
total gold gold 0/50
total coal coal 0/50
total stone stone 0/50
total bread bread 0/50
total wheat wheat 0/50
total grapes grapes 0/50
total wood wood 0/50
total beer beer 0/50
total wine wine 0/50
total food food 0/50
total produce produce 0/50
total meat meat 0/50
total rice rice 0/50
total cows cows 0/50
total lithium lithium 0/50
total sand sand 0/50
total glass glass 0/50
total water water 50/50
total salt salt 0/50
total missiles missiles 50/50
total shields shields 0/50