荆州 Year Day Season Citizens Logs
rrtyui 14548 356 fall 2349
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
925/day 589/2.938k 2918/5267 0 0 $3.904G $32.192k $21.02k 54.54k/140.3k 3.228k/7.36k 184 0 479 27 299

Job/tax levels

Level 0 1.0
0 citizens
3485 total jobs
2600 available jobs
Level 1 0.5
0 citizens
607 total jobs
102 available jobs
Level 2 0.2
0 citizens
449 total jobs
0 available jobs
Level 3 0.2
0 citizens
306 total jobs
36 available jobs
Level 4 0.2
0 citizens
320 total jobs
180 available jobs
Level 5 0.2
2349 citizens
100 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

6

has enough workers to operate has enough money to operate
operational
total health -12
-12 health generated
total area 300
300 area generated
total sprawl 18
18 sprawl generated
total profit 420
420 profit
total workers 60/0
60 workers employed at level 0

subway_lines

size

10
Requires:
money

40
lvl 0 workers

10
Produces:
area

1000
sprawl

1

6

has enough workers to operate has enough money to operate
operational
total area 6,000
6,000 area generated
total sprawl 6
6 sprawl generated
total profit 360
360 profit
total workers 60/0
60 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

62

operational
total health 124
124 health generated
total area 620
620 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

44

operational
total health 44
44 health generated
total area 440
440 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

30

has enough area to operate
operational
total area -30
30 consumed
total housing 30
30 housing generated
total sprawl 30
30 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

16

has enough energy to operate has enough area to operate
operational
total area -16
16 consumed
total housing 32
32 housing generated
total energy -192
192 consumed
total sprawl 80
80 sprawl generated
total pollution 32
32 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

16

has enough energy to operate has enough area to operate
operational
total area -16
16 consumed
total housing 96
96 housing generated
total energy -288
288 consumed
total sprawl 48
48 sprawl generated
total pollution 80
80 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

16

has enough energy to operate has enough area to operate
operational
total area -160
160 consumed
total housing 320
320 housing generated
total energy -1,440
1,440 consumed
total pollution 240
240 pollution generated

micro_apartments

size

2
Requires:
area

5
energy

50
Produces:
housing

20
pollution

12

16

has enough energy to operate has enough area to operate
operational
total area -80
80 consumed
total housing 320
320 housing generated
total energy -800
800 consumed
total pollution 192
192 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

16

has enough energy to operate has enough area to operate
operational
total area -320
320 consumed
total housing 1,600
1,600 housing generated
total energy -2,400
2,400 consumed
total pollution 800
800 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

11

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -110
-110 health generated
total area -55
55 consumed
total energy 22k
22k energy generated
total pollution 330
330 pollution generated
total profit 440
440 profit
total workers 55/0
55 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 390
390 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

13

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -65
65 consumed
total energy 7,800
7,800 energy generated
total profit 910
910 profit
total workers 130/1
130 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500

13

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -65
65 consumed
total energy 6,500
6,500 energy generated
total profit 910
910 profit
total workers 130/2
130 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 -4.42k
-4,420 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

13

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -130
130 consumed
total energy 13k
13k energy generated
total water 130
130 water generated
total profit 130
130 profit
total workers 65/2
65 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

10

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -100
100 consumed
total pollution -1k
-1,000 pollution generated
total profit 5.9k
5,900 profit
total workers 100/5
100 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

12

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 -7,200
7,200 consumed
total profit 1.08k
1,080 profit
total workers 120/0
120 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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -88
88 consumed
total energy -8,800
8,800 consumed
total profit 660
660 profit
total workers 110/1
110 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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -110
110 consumed
total energy -8,800
8,800 consumed
total profit 110
110 profit
total workers 110/2
110 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -220
220 consumed
total energy -13.2k
13.2k consumed consumed
total profit 110
110 profit
total workers 110/3
110 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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -330
330 consumed
total energy -8,800
8,800 consumed
total profit 1.32k
1,320 profit
total workers 110/4
110 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

3

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

fisheries

size

5
Requires:
area

5
energy

10
money

250
lvl 2 workers

10
Produces:
fish

5
Stores:
fish

100
0

reservoirs

size

10
Requires:
area

500
energy

100
money

100
lvl 1 workers

5
Produces:
water

100
Stores:
water

1000
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

wheat_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
wheat

1
Stores:
wheat

50
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 (+1)
health

5 (+1)
pollution

-1

38

has enough area to operate has enough money to operate
operational
total health 228
228 health generated
total area -380
380 consumed
total fun 152
152 fun generated
total pollution -38
-38 pollution generated
total expenses -190
190 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (+3)
health

6 (+1)
pollution

-3

17

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

6

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

11

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -22
22 consumed
total energy -2,200
2,200 consumed
total culture 11
11 culture generated
total profit 242
242 profit
total workers 44/2
44 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

20

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -40
40 consumed
total energy -2,000
2,000 consumed
total profit 560
560 profit
total workers 60/0
60 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

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

10

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -20
20 consumed
total energy -8,000
8,000 consumed
total profit 1.95k
1,950 profit
total workers 200/1
200 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

10

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

16

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -80
80 consumed
total energy -4,800
4,800 consumed
total culture 16
16 culture generated
total fun 80
80 fun generated
total profit 1.44k
1,440 profit
total workers 160/0
160 workers employed at level 0

arenas

size

5
Requires:
area

40
energy

500
money

100
lvl 0 workers

20
Produces:
fun

10

16

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -640
640 consumed
total energy -8,000
8,000 consumed
total fun 160
160 fun generated
total profit 1.6k
1,600 profit
total workers 320/0
320 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

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -210
210 consumed
total energy -750
750 consumed
total fun 27
27 fun generated
total pollution -3
-3 pollution generated
total expenses -270
-270 running expenses
total workers 30/3
30 workers employed at level 3

aquariums

size

3
Requires:
area

60
energy

450
money

380
lvl 4 workers

10
Produces:
fun

20
pollution

-1

3

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total area -180
180 consumed
total energy -1,350
1,350 consumed
total fun 60
60 fun generated
total pollution -3
-3 pollution generated
total expenses -180
-180 running expenses
total workers 30/4
30 workers employed at level 4

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

9

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 90
90 health generated
total area -180
180 consumed
total energy -3,600
3,600 consumed
total expenses -180
-180 running expenses
total workers 90/2
90 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

18

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
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 -1.92k
-1,920 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
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 3.05k/50
total uranium uranium 50/50
total steel steel 0/50
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 0/50
total shields shields 150/300