zetas Year Day Season Citizens Logs
zetas 10616 198 summer 1664
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
2.841k/day 9.982k/11.646k 9203/10867 2560 1680 $78.784G $14.905k $19.05k 51.364k/112.75k 23.308k/28.46k 353 0 400 0 399

Job/tax levels

Level 0 0.3
354 citizens
6080 total jobs
5300 available jobs
Level 1 0.25
581 citizens
1435 total jobs
1106 available jobs
Level 2 0.3
98 citizens
872 total jobs
487 available jobs
Level 3 0.3
428 citizens
940 total jobs
810 available jobs
Level 4 0.5
0 citizens
1140 total jobs
1100 available jobs
Level 5 0.5
203 citizens
400 total jobs
400 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

10

operational
total health -10
-10 health generated
total area 250
250 area generated
total sprawl 100
100 sprawl generated
total pollution 166
1 pollution generated per building per 100 citizens

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

50

has enough workers to operate has enough money to operate
operational
total health -100
-100 health generated
total area 2,500
2,500 area generated
total sprawl 150
150 sprawl generated
total profit 0
0 profit
total workers 500/0
500 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

25

has enough workers to operate has enough money to operate
operational
total area 25k
25k area generated
total sprawl 25
25 sprawl generated
total expenses -250
-250 running expenses
total workers 250/0
250 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

43

operational
total health 86
86 health generated
total area 430
430 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

28

operational
total health 28
28 health generated
total area 280
280 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

20

has enough area to operate
operational
total area -20
20 consumed
total housing 20
20 housing generated
total sprawl 20
20 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

8

has enough energy to operate has enough area to operate
operational
total area -8
8 consumed
total housing 16
16 housing generated
total energy -96
96 consumed
total sprawl 40
40 sprawl generated
total pollution 16
16 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

5

has enough energy to operate has enough area to operate
operational
total area -5
5 consumed
total housing 30
30 housing generated
total energy -90
90 consumed
total sprawl 15
15 sprawl generated
total pollution 25
25 pollution generated

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1

3

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -15
15 consumed
total housing 60
60 housing generated
total energy -210
210 consumed
total sprawl 3
3 sprawl generated
total expenses -300
300 running expenses

apartments

size

3
Requires:
area

10
energy

90
Produces:
housing

20
pollution

15

1

has enough energy to operate has enough area to operate
operational
total area -10
10 consumed
total housing 20
20 housing generated
total energy -90
90 consumed
total pollution 15
15 pollution generated

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

23

has enough energy to operate has enough area to operate
operational
total area -2,300
2,300 consumed
total housing 11.5k
11.5k housing generated
total energy -11.5k
11.5k consumed consumed
total pollution 2.3k
2,300 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
health

-10
pollution

30

6

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -60
-60 health generated
total area -30
30 consumed
total energy 12k
12k energy generated
total pollution 180
180 pollution generated
total profit 30
30 profit
total workers 30/0
30 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

9

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -45
-45 health generated
total area -135
135 consumed
total energy 18k
18k energy generated
total pollution 135
135 pollution generated
total profit 45
45 profit
total workers 45/1
45 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600

10

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -50
50 consumed
total energy 6,000
6,000 energy generated
total profit 200
200 profit
total workers 100/1
100 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+250)

9

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -45
45 consumed
total energy 6,750
6,750 energy generated
total profit 990
990 profit
total workers 90/2
90 workers employed at level 2

nuclear_plants

size

5
Requires:
area

10
money

500
lvl 3 workers

10
Produces:
energy

5000

13

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -130
130 consumed
total energy 65k
65k energy generated
total expenses -3.38k
-3,380 running expenses
total workers 130/3
130 workers employed at level 3

dams

size

4
Requires:
area

10
money

30
lvl 2 workers

5
Produces:
energy

1000
water

10

5

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -50
50 consumed
total energy 5,000
5,000 energy generated
total water 50
50 water generated
total profit 150
150 profit
total workers 25/2
25 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

2

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

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

40

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

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

15

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

middle_schools

size

3
Requires:
area

8
energy

800
money

40
lvl 1 workers

10
Produces:
education lvl 2

30

18

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

2

requires workers to operate has enough energy to operate has enough area to operate has enough money to operate
needs workers to operate
total area -144
144 consumed
total energy -14.4k
14.4k consumed consumed
total profit 180
180 profit
total workers 180/1
180 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

25

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -250
250 consumed
total energy -20k
20k consumed consumed
total profit 1.25k
1,250 profit
total workers 250/2
250 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

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

research_labs

size

2
Requires:
area

30
energy

800
money

200
lvl 4 workers

10
Produces:
education lvl 5

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

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

5

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

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 profit 1.2k
1,200 profit
total workers 40/4
40 workers employed at level 4

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100

2

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

reservoirs

size

10
Requires:
area

500
energy

100
money

100
lvl 1 workers

5
Produces:
water

100
Stores:
water

1000

2

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

farms

Farms generate resources related to fooc & consumption.

gardens

size

1
Requires:
area

1
lvl 0 workers

1
Produces:
produce

1
Stores:
produce

10
0

wheat_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
wheat

1
Stores:
wheat

50

11

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

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50

1

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

livestock_farms

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
cows

1
Stores:
cows

50

3

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

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

2

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

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

3

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

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

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 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
0

breweries

size

4
Requires:
area

2
energy

10
water

1
wheat

1
lvl 2 workers

5
Produces:
beer

1
Stores:
beer

50

1

requires workers to operate has enough energy to operate has enough area to operate has enough water to operate has enough wheat to operate
needs workers to operate

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 (+1)
pollution

-1

100

has enough area to operate has enough money to operate
operational
total health 600
600 health generated
total area -1,000
1,000 consumed
total fun 400
400 fun generated
total pollution -100
-100 pollution generated
total expenses -500
500 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+3)
health

6 (+1)
pollution

-3

80

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 (+3)
health

5 (+1)
pollution

-12

60

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

40

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

35

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

7

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

30

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

15

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

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

34

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

28

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

40

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

zoos

size

3
Requires:
area

70
energy

250
money

250
lvl 3 workers

10
Produces:
fun

9
pollution

-1

20

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

24

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.

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

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

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

40

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

combat

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

air_bases

size

2
Requires:
area

500
energy

5000
money

5000
steel

50
sulfur

5
lvl 5 workers

10
Produces:
daily strikes

1
missiles

1
Stores:
missiles

100

1

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

defense_bases

size

1
Requires:
area

100
energy

2500
money

2000
lvl 2 workers

10
Produces:
shields

1
Stores:
shields

250

2

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 -5,000
5,000 consumed
total shields 2
2 shields generated
total expenses -3.76k
-3,760 running expenses
total workers 20/2
20 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

8

has enough area to operate
operational
total area -80
80 consumed

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

8

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

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

8

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

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

8

has enough area to operate
operational
total area -80
80 consumed

rock_yards

size

5
Requires:
area

20
Stores:
stone

100

8

has enough area to operate
operational
total area -160
160 consumed

water_tanks

size

5
Requires:
area

10
Stores:
water

100

10

has enough area to operate
operational
total area -100
100 consumed

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

8

has enough area to operate
operational
total area -80
80 consumed

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

8

has enough area to operate
operational
total area -80
80 consumed

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

6

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

Resources

total sulfur sulfur 50/50
total uranium uranium 2.05k/2.05k
total steel steel 1/50
total fish fish 1/8.05k
total oil oil 1/50
total gas gas 1/50
total gold gold 50/50
total coal coal 50/50
total stone stone 1/850
total bread bread 1/50
total wheat wheat 3/850
total grapes grapes 23/50
total wood wood 1/850
total beer beer 50/50
total wine wine 1/50
total food food 1/50
total produce produce 1/50
total meat meat 1/50
total rice rice 1/850
total cows cows 1/850
total lithium lithium 1/8.05k
total sand sand 1/50
total glass glass 1/50
total water water 50/1.05k
total salt salt 1/850
total missiles missiles 50/50
total shields shields 550/550