门泽尔格勒 Year Day Season Citizens Logs
Menzel 14322 172 spring 1758
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
217/day 8.565k/10.323k 7592/9350 3100 1760 $21.248G $21.095k $29.96k 243.13k/295.5k 14.574k/19.17k 500 0 132 0 632

Job/tax levels

Level 0 0.54
8 citizens
6360 total jobs
6074 available jobs
Level 1 0.48
0 citizens
932 total jobs
642 available jobs
Level 2 0.39
18 citizens
826 total jobs
116 available jobs
Level 3 0.29
787 citizens
344 total jobs
164 available jobs
Level 4 0.19
703 citizens
618 total jobs
568 available jobs
Level 5 0.0
242 citizens
270 total jobs
28 available jobs

Sanctions

big willies only is sanctioning this city

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

18

has enough workers to operate has enough money to operate
operational
total area 18k
18k area generated
total sprawl 18
18 sprawl generated
total profit 252
252 profit
total workers 180/0
180 workers employed at level 0

bike_lanes

size

1
Produces:
area

10
health

2

61

operational
total health 122
122 health generated
total area 610
610 area generated

bikeshare_stations

size

1
Produces:
area

10
health

1

56

operational
total health 56
56 health generated
total area 560
560 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

1

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

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

107

has enough area to operate
operational
total area -107
107 consumed
total housing 107
107 housing generated
total sprawl 107
107 sprawl generated

single_family_homes

size

1
Requires:
area

1
energy

12
Produces:
housing

2
pollution

2
sprawl

5

52

has enough energy to operate has enough area to operate
operational
total area -52
52 consumed
total housing 104
104 housing generated
total energy -624
624 consumed
total sprawl 260
260 sprawl generated
total pollution 104
104 pollution generated

multi_family_homes

size

2
Requires:
area

1
energy

18
Produces:
housing

6
pollution

5
sprawl

3

32

has enough energy to operate has enough area to operate
operational
total area -32
32 consumed
total housing 192
192 housing generated
total energy -576
576 consumed
total sprawl 96
96 sprawl generated
total pollution 160
160 pollution generated

homeless_shelters

size

2
Requires:
area

5
energy

70
money

100
Produces:
housing

20
sprawl

1

19

has enough energy to operate has enough area to operate has enough money to operate
operational
total area -95
95 consumed
total housing 380
380 housing generated
total energy -1,330
1,330 consumed
total sprawl 19
19 sprawl generated
total expenses -1.9k
1,900 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

1

has enough energy to operate has enough area to operate
operational
total area -5
5 consumed
total housing 20
20 housing generated
total energy -50
50 consumed
total pollution 12
12 pollution generated

high_rises

size

5
Requires:
area

20
energy

150
Produces:
housing

100
pollution

50

10

has enough energy to operate has enough area to operate
operational
total area -200
200 consumed
total housing 1,000
1,000 housing generated
total energy -1,500
1,500 consumed
total pollution 500
500 pollution generated

megablocks

size

10
Requires:
area

100
energy

500
Produces:
housing

500
pollution

100

17

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 -8,500
8,500 consumed
total pollution 1.7k
1,700 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

3

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -30
-30 health generated
total area -15
15 consumed
total energy 6,000
6,000 energy generated
total pollution 90
90 pollution generated
total profit 51
51 profit
total workers 15/0
15 workers employed at level 0

natural_gas_plants

size

1
Requires:
area

15
money

20
lvl 1 workers

5
Produces:
energy

2000 (+600)
health

-5
pollution

15

2

has enough workers to operate has enough area to operate has enough money to operate
operational
total health -10
-10 health generated
total area -30
30 consumed
total energy 5,200
5,200 energy generated
total pollution 30
30 pollution generated
total profit 56
56 profit
total workers 10/1
10 workers employed at level 1

wind_turbines

size

1
Requires:
area

5
money

30
lvl 1 workers

10
Produces:
energy

600 (+300)

28

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -140
140 consumed
total energy 25.2k
25.2k energy generated
total profit 1.85k
1,848 profit
total workers 280/1
280 workers employed at level 1

solar_plants

size

1
Requires:
area

5
money

10
lvl 2 workers

10
Produces:
energy

500 (+400)

23

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -115
115 consumed
total energy 20.7k
20.7k energy generated
total profit 3.36k
3,358 profit
total workers 230/2
230 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 -3.48k
-3,484 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 (+300)
water

10

18

has enough workers to operate has enough area to operate has enough money to operate
operational
total area -180
180 consumed
total energy 23.4k
23.4k energy generated
total water 180
180 water generated
total profit 864
864 profit
total workers 90/2
90 workers employed at level 2

fusion_reactors

size

5
Requires:
area

10
money

10000
uranium

1
lvl 4 workers

10
Produces:
energy

150000

1

has enough workers to operate has enough area to operate has enough money to operate has enough uranium to operate
operational
total area -10
10 consumed
total energy 150k
150k energy generated
total uranium -1
1 consumed
total expenses -9.7k
-9,696 running expenses
total workers 10/4
10 workers employed at level 4

carbon_capture_plants

size

5
Requires:
area

10
money

50
lvl 5 workers

10
Produces:
pollution

-100

24

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

3

requires workers to operate has enough area to operate has enough money to operate
needs workers to operate
total area -240
240 consumed
total pollution -2.4k
-2,400 pollution generated
total expenses -1.2k
-1,200 running expenses
total workers 240/5
240 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

9

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

51

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 -45
45 consumed
total energy -5,400
5,400 consumed
total profit 396
396 profit
total workers 90/0
90 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

15

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

high_schools

size

3
Requires:
area

10
energy

800
money

70
lvl 2 workers

10
Produces:
education lvl 3

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 -100
100 consumed
total energy -8,000
8,000 consumed
total profit 860
860 profit
total workers 100/2
100 workers employed at level 2

universities

size

4
Requires:
area

20
energy

1200
money

150
lvl 3 workers

10
Produces:
education lvl 4

10

5

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 -6,000
6,000 consumed
total profit 410
410 profit
total workers 50/3
50 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

2

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 -1,600
1,600 consumed
total profit 208
208 profit
total workers 20/4
20 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

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

1

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health -50
-50 health generated
total area -50
50 consumed
total energy -5,000
5,000 consumed
total uranium 1
1 uranium generated
total pollution 50
50 pollution generated
total expenses -392
-392 running expenses
total workers 20/4
20 workers employed at level 4

lithium_mines

size

3
Requires:
area

10
energy

5000
money

1000
lvl 4 workers

20
Produces:
health

-50
lithium

1
pollution

50
Stores:
lithium

100
0

oil_wells

size

3
Requires:
area

10
energy

3000
money

1000
lvl 1 workers

20
Produces:
health

-50
oil

1
pollution

50
Stores:
oil

1000

1

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

produce_farms

size

5
Requires:
area

100
energy

10
money

10
water

5
lvl 0 workers

5
Produces:
produce

5
Stores:
produce

50

2

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

2

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

vineyards

size

5
Requires:
area

100
energy

10
money

10
water

10
lvl 0 workers

5
Produces:
grapes

1
Stores:
grapes

50

2

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

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
needs fish to operate

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 requires meat to operate requires bread to operate
needs bread, 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

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 requires meat to operate has enough water to operate requires bread to operate has enough produce to operate
needs bread, fish, meat, 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 requires produce to operate
needs produce to operate

butchers

size

2
Requires:
area

2
cows

1
energy

5
lvl 2 workers

2
Produces:
meat

10
Stores:
meat

50

1

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

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

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

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

1

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

civic

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

parks

size

1
Requires:
area

10
money

5
Produces:
fun

3
health

5 (+1)
pollution

-1

44

has enough area to operate has enough money to operate
operational
total health 264
264 health generated
total area -440
440 consumed
total fun 132
132 fun generated
total pollution -44
-44 pollution generated
total expenses -220
220 running expenses

campgrounds

size

1
Requires:
area

50
money

30
lvl 1 workers

6
Produces:
fun

8 (-2)
health

6
pollution

-3

25

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

19

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

26

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

25

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

16

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

55

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

39

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

6

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

5

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

4

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

28

has enough workers to operate has enough energy to operate has enough area to operate has enough money to operate
operational
total health 280
280 health generated
total area -560
560 consumed
total energy -11.2k
11.2k consumed consumed
total profit 1.57k
1,568 profit
total workers 280/2
280 workers employed at level 2

doctor_offices

size

3
Requires:
area

4
energy

50
money

50
lvl 4 workers

10
Produces:
health

15

51

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 -1.84k
-1,844 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

2

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

storage

Storage buildings let you store more of certain resources.

wood_warehouses

size

5
Requires:
area

10
Stores:
wood

100

1

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

fish_tanks

size

5
Requires:
area

5
Stores:
fish

1000

1

has enough area to operate
operational
total area -5
5 consumed

lithium_vats

size

5
Requires:
area

5
Stores:
lithium

1000

1

has enough area to operate
operational
total area -5
5 consumed

salt_sheds

size

5
Requires:
area

10
Stores:
salt

100

1

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

rock_yards

size

5
Requires:
area

20
Stores:
stone

100

1

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

water_tanks

size

5
Requires:
area

10
Stores:
water

100

1

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

cow_pens

size

5
Requires:
area

10
Stores:
cows

100

1

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

silos

size

5
Requires:
area

10
Stores:
rice

100
wheat

100

1

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

refrigerated_warehouses

size

5
Requires:
area

10
energy

10
lvl 0 workers

5
Stores:
bread

500
grapes

500
meat

500
produce

500

1

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 1/1.05k
total steel steel 50/50
total fish fish 1/1.05k
total oil oil 1/50
total gas gas 50/50
total gold gold 50/50
total coal coal 50/50
total stone stone 1/150
total bread bread 1/50
total wheat wheat 1/150
total grapes grapes 50/50
total wood wood 1/150
total beer beer 50/50
total wine wine 50/50
total food food 1/50
total produce produce 1/50
total meat meat 1/50
total rice rice 1/150
total cows cows 54/150
total lithium lithium 1/1.05k
total sand sand 1/50
total glass glass 1/50
total water water 150/150
total salt salt 1/150
total missiles missiles 50/50
total shields shields 300/300