浣熊市 | Year | Day | Season | Citizens | Logs |
Silicon | 14304 | 52 | winter | 101 |
Pollution
|
Housing
|
Jobs
|
Food capacity
|
Daily Food Consumption
|
Money
|
Daily Tax Income
|
Daily Cost
|
Energy
|
Area
|
Sprawl
|
Crime
|
Fun
|
Culture
|
Health
|
-190/day | 553/654 | 0/101 | 1320 | 120 | $598.082M | $9.984k | $374 | 2.612k/4.2k | 727/1.145k | 22 | 0 | 0 | 0 | 13 |
Job/tax levels
Level 0
0.4
6
citizens
41
total jobs
0
available jobs
Level 1
0.3
23
citizens
10
total jobs
0
available jobs
Level 2
0.4
11
citizens
10
total jobs
0
available jobs
Level 3
0.55
0
citizens
0
total jobs
0
available jobs
Level 4
0.65
0
citizens
0
total jobs
0
available jobs
Level 5
0.75
61
citizens
40
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
area
25
health
-1
pollution per pop
0.01
sprawl
10
1 operational
|
-1
-1 health generated
25
25 area generated
10
10 sprawl generated
1
1 pollution generated per building per 100 citizens
highways
size
2
area
50
health
-4 (+1)
pollution per pop
0.02
sprawl
20
0 |
airports
size
3
energy
150
lvl 0 workers
10
area
100
health
-2
pollution per pop
0.03
0 |
bus_lines
size
1
money
30
lvl 0 workers
10
area
50
health
-2
sprawl
3
0 |
subway_lines
size
10
money
40
lvl 0 workers
10
area
1000
sprawl
1
1 operational
|
1,000
1,000 area generated
1
1 sprawl generated
0
0 profit
10/0
10 workers employed at level 0
bike_lanes
size
1
area
10
health
2 (+1)
6 operational
|
18
18 health generated
60
60 area generated
bikeshare_stations
size
1
area
10
health
1
6 operational
|
6
6 health generated
60
60 area generated
gas_stations
size
1
area
2
energy
10
money
10
oil
1
lvl 0 workers
5
gas
10
pollution
1
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
area
1
housing
1
sprawl
1
8 operational
|
-8
8
consumed
8
8 housing generated
8
8 sprawl generated
single_family_homes
size
1
area
1
energy
12
housing
2
pollution
2
sprawl
5
0 |
multi_family_homes
size
2
area
1
energy
18
housing
6
pollution
5
sprawl
3
1 operational
|
-1
1
consumed
6
6 housing generated
-18
18
consumed
3
3 sprawl generated
5
5 pollution generated
homeless_shelters
size
2
area
5
energy
70
money
100
housing
20
sprawl
1
0 |
apartments
size
3
area
10
energy
90
housing
20
pollution
15
0 |
micro_apartments
size
2
area
5
energy
50
housing
20
pollution
12
2 operational
|
-10
10
consumed
40
40 housing generated
-100
100
consumed
24
24 pollution generated
high_rises
size
5
area
20
energy
150
housing
100
pollution
50
1 operational
|
-20
20
consumed
100
100 housing generated
-150
150
consumed
50
50 pollution generated
megablocks
size
10
area
100
energy
500
housing
500
pollution
100
1 operational
|
-100
100
consumed
500
500 housing generated
-500
500
consumed
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
area
5
money
10
lvl 0 workers
5
energy
2000
health
-10
pollution
30
1 operational
|
-10
-10 health generated
-5
5
consumed
2,000
2,000 energy generated
30
30 pollution generated
10
10 profit
5/0
5 workers employed at level 0
natural_gas_plants
size
1
area
15
money
20
lvl 1 workers
5
energy
2000
health
-5
pollution
15
0 |
wind_turbines
size
1
area
5
money
30
lvl 1 workers
10
energy
600
1 operational
|
-5
5
consumed
600
600 energy generated
30
30 profit
10/1
10 workers employed at level 1
solar_plants
size
1
area
5
money
10
lvl 2 workers
10
energy
500 (-255)
0 |
nuclear_plants
size
5
area
10
money
500
lvl 3 workers
10
energy
5000
0 |
dams
size
4
area
10
money
30
lvl 2 workers
5
energy
1000 (-200)
water
10
2 operational
|
-20
20
consumed
1,600
1,600 energy generated
20
20 water generated
100
100 profit
10/2
10 workers employed at level 2
fusion_reactors
size
5
area
10
money
10000
uranium
1
lvl 4 workers
10
energy
150000
0 |
carbon_capture_plants
size
5
area
10
money
50
lvl 5 workers
10
pollution
-100
4 operational
|
-40
40
consumed
-400
-400 pollution generated
9.4k
9,400 profit
40/5
40 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
area
5
energy
600
money
10
lvl 0 workers
10
education lvl 1
50
1 operational
|
-5
5
consumed
-600
600
consumed
30
30 profit
10/0
10 workers employed at level 0
middle_schools
size
3
area
8
energy
800
money
40
lvl 1 workers
10
education lvl 2
30
0 |
high_schools
size
3
area
10
energy
800
money
70
lvl 2 workers
10
education lvl 3
20
0 |
universities
size
4
area
20
energy
1200
money
150
lvl 3 workers
10
education lvl 4
10
0 |
research_labs
size
2
area
30
energy
800
money
200
lvl 4 workers
10
education lvl 5
5
0 |
resources
Resource buildings are ways to generate in-game resources. Some regions have unique resource buildings.
lumber_yards
size
5
area
25
energy
1900
money
250
lvl 1 workers
10
wood
5
wood
500
0 |
mines
size
5
area
25
energy
1900
money
250
lvl 0 workers
30
coal
1
gold
random drop
health
-5
pollution
10
sulfur
1
uranium
random drop
coal
100
gold
100
sulfur
1000
uranium
100
0 |
uranium_mines
size
3
area
50
energy
5000
money
1000
lvl 4 workers
20
health
-50
pollution
50
uranium
1
uranium
1000
0 |
farms
Farms generate resources related to fooc & consumption.
gardens
size
1
area
1
lvl 0 workers
1
produce
1
produce
10
0 |
wheat_farms
size
5
area
100
energy
10
money
10
water
5
lvl 0 workers
5
wheat
1
wheat
50
1 operational
|
-100
100
consumed
-10
10
consumed
1
1 wheat generated
-5
5
consumed
10
10 profit
5/0
5 workers employed at level 0
produce_farms
size
5
area
100
energy
10
money
10
water
5
lvl 0 workers
5
produce
5
produce
50
0 |
livestock_farms
size
5
area
100
energy
10
money
10
water
10
lvl 0 workers
5
cows
1
cows
50
0 |
vineyards
size
5
area
100
energy
10
money
10
water
10
lvl 0 workers
5
grapes
1
grapes
50
1 operational
|
-100
100
consumed
-10
10
consumed
1
1 grapes generated
-10
10
consumed
10
10 profit
5/0
5 workers employed at level 0
food
Food buildings allow you to distribute food to your citizens.
sushi_restaurants
size
2
area
2
energy
50
fish
1
money
10
rice
1
water
1
lvl 3 workers
5
culture
1
food
10
food
25
0 |
delis
size
2
area
2
bread
1
energy
10
meat
1
money
10
lvl 1 workers
5
food
25
food
50
0 |
grocery_stores
size
5
area
5
bread
5
energy
10
fish
1
meat
1
money
100
produce
1
rice
5
water
1
lvl 1 workers
15
food
100
food
1000
0 |
farmers_markets
size
2
area
5
produce
5
lvl 2 workers
5
food
50
health
5
food
50
0 |
butchers
size
2
area
2
cows
1
energy
5
lvl 2 workers
2
meat
10
meat
50
0 |
bakeries
size
2
area
5
energy
10
money
10
salt
1
water
5
wheat
5
lvl 1 workers
5
bread
1
bread
50
0 |
wineries
size
4
area
2
energy
10
grapes
1
water
1
lvl 2 workers
5
wine
1
wine
50
0 |
breweries
size
4
area
2
energy
10
water
1
wheat
1
lvl 2 workers
5
beer
1
beer
50
0 |
bars
size
2
area
2
beer
1
energy
5
wine
1
lvl 1 workers
2
crime
1
fun
10
0 |
civic
Civic buildings add other benefits citizens like — jobs, fun, etc.
parks
size
1
area
10
money
5
fun
3 (+1)
health
5 (+2)
pollution
-1
0 |
campgrounds
size
1
area
50
money
30
lvl 1 workers
6
fun
8 (+2)
health
6 (+2)
pollution
-3
0 |
nature_preserves
size
3
area
100
money
100
lvl 3 workers
6
fun
10 (+5)
health
5 (+3)
pollution
-12
0 |
libraries
size
1
area
2
energy
200
money
10
lvl 2 workers
4
culture
1
education
random drop
0 |
commerce
Commerce buildings have lots of jobs to attract citizens to your city
retail_shops
size
1
area
2
energy
100
money
2
lvl 0 workers
3
2 operational
|
-4
4
consumed
-200
200
consumed
20
20 profit
6/0
6 workers employed at level 0
factories
size
7
area
15
energy
1900
money
50
lvl 0 workers
20
health
-3
pollution
1
steel
10
steel
1000
0 |
office_buildings
size
3
area
2
energy
800
money
5
lvl 1 workers
20
0 |
distribution_centers
size
8
area
100
energy
1500
money
25
lvl 0 workers
250
fun
-10
health
-3
pollution
1
0 |
entertainment
Entertainment buildings have jobs, and add other intangibles to your city.
theatres
size
2
area
5
energy
300
money
10
lvl 0 workers
10
culture
1
fun
5
0 |
arenas
size
5
area
40
energy
500
money
100
lvl 0 workers
20
fun
10
0 |
galleries
size
5
area
2
energy
10
money
10
lvl 4 workers
3
culture
5
fun
1
0 |
zoos
size
3
area
70
energy
250
money
250
lvl 3 workers
10
fun
9
pollution
-1
0 |
aquariums
size
3
area
60
energy
450
money
380
lvl 4 workers
10
fun
20
pollution
-1
0 |
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
area
20
energy
400
money
100
lvl 2 workers
10
health
10
0 |
doctor_offices
size
3
area
4
energy
50
money
50
lvl 4 workers
10
health
15
0 |
combat
Combat buildings let you attack other cities, or defend your city from attack.
air_bases
size
2
area
500
energy
5000
money
5000
steel
50
sulfur
5
lvl 5 workers
10
daily strikes
1
missiles
1
missiles
100
0 |
defense_bases
size
1
area
100
energy
2500
money
2000
lvl 2 workers
10
shields
1
shields
250
0 |
missile_defense_arrays
size
1
area
200
energy
5000
money
5000
steel
100
sulfur
20
lvl 5 workers
20
shields
1000
0 |
storage
Storage buildings let you store more of certain resources.
wood_warehouses
size
5
area
10
wood
100
0 |
fish_tanks
size
5
area
5
fish
1000
0 |
lithium_vats
size
5
area
5
lithium
1000
0 |
salt_sheds
size
5
area
10
salt
100
0 |
rock_yards
size
5
area
20
stone
100
0 |
water_tanks
size
5
area
10
water
100
0 |
cow_pens
size
5
area
10
cows
100
0 |
silos
size
5
area
10
rice
100
wheat
100
0 |
refrigerated_warehouses
size
5
area
10
energy
10
lvl 0 workers
5
bread
500
grapes
500
meat
500
produce
500
0 |
Resources
sulfur
0/50
uranium
0/50
steel
0/50
fish
0/50
oil
0/50
gas
0/50
gold
0/50
coal
0/50
stone
0/50
bread
0/50
wheat
66/100
grapes
66/100
wood
0/50
beer
0/50
wine
0/50
food
0/50
produce
0/50
meat
0/50
rice
0/50
cows
0/50
lithium
0/50
sand
0/50
glass
0/50
water
35/50
salt
0/50
missiles
0/50
shields
50/50