Zone Analyzer

v1.4.2
by LofwyrMod (Lofwyr)

Drag a box over your factory, click a conveyor, a pipe or a rail, and get the production and consumption balance of every resource.

Stable 14 days ago CoI-Keep No source
Source code
No source provided
Tags
Quality of Life UI

Zone Analyzer

Select an area of your factory, click a single conveyor or pipe, click a rail, or take in the whole island at once. Whatever you point at, you get the same answer, resource by resource: how much is produced, how much is needed, and whether the supply actually keeps up.

0.png

Why this mod exists

You just finished a new industrial area and you want to know whether you are feeding it enough water. A district has been running at half speed for a while and you cannot tell which of the ten things it eats is the one holding it back. One line feeds your whole smelting array and you suspect a forgotten low-tier segment is choking it. A train network keeps missing deliveries and nothing tells you why. Draw a box, click the line, click the rail, and you get the answer.

4.png

How to use

  • Press F9, or click the toolbar button, to pick up the tool. With Moriarty's Keybind Framework installed, that shortcut becomes reconfigurable alongside your other modded ones.
  • Drag a box over any part of your base for an area balance.
  • Press "Follow a line" and click any conveyor or pipe: the mod follows everything connected to it, through storages, balancers, lifts and sorters.
  • Click a rail, or select anything with track in it, for the train view.
  • Click ALL in the panel's header for a balance of the whole island, no selection needed.

2.png

What you get

  • Produced and consumed per minute, both at full capacity and as currently measured.
  • The net balance, so a shortage is obvious at a glance.
  • How much has to come in from outside the selected area.
  • Which buildings are actually starved of a given resource, based on the time they spend waiting for it.
  • Which buildings you left paused, named on their own row, with their output kept out of the figures.
  • Workers employed by the area: those assigned right now, and the total it asks for.
  • Electricity drawn and produced side by side, so you can tell whether an area powers itself.
  • Mechanical power in MW, comparing what your turbines make against what your generators need.

Follow a line

Click a belt or pipe and the panel shows who feeds that line against who draws from it, product by product. The click picks the flow: on a network split by sorters, only the products that can actually travel through the clicked transport are counted, filters and belt directions respected. Hovering a belt or pipe lights up the whole connected line before you even click. Bottlenecks are found by comparing each segment's capacity, a game datum, against what the buildings behind it need at full speed, parallel branches included: two pipes side by side are judged on their combined throughput. They are highlighted in red on the map, and every row of the panel can pan the camera to its building.

1.png

Trains

Click a rail, or drag a box over anything with track in it, and the same panel reads your railway. Three tabs: Line, Network and Resource. Line lists every stop, what it loads and unloads, and the trains that serve it. Network shows the fleet, the products it carries, and what is waiting for a train. A "Needs attention" section names the reason a delivery is not moving: no train assigned, every compatible train already busy, the wrong wagon type, a station that reached its train limit, or simply not enough production. That last one matters, because adding trains would not help, and the panel says so instead of leaving you to guess. Resource takes one product and follows it end to end, from what feeds it upstream to every destination.

4.png

Whole island

Click ALL in the panel's header and the same Makes / Needs / Net columns cover everything produced or used anywhere on the island, shortages listed first. These come straight from totals the game already keeps for itself, so there is no full-speed figure at this scale, only what was actually measured. A search box and a sort switch help you through a long list, and clicking ALL again jumps back to whatever area or line you had open.

image.png

A product's own screen

Click any product in that list for its history as a curve, plus who makes it and who needs it, one line per machine type and recipe. Fuel is broken down by what burns it: vehicles, trains, ships and power generators, which is the only place the game exposes vehicle fuel use. A period selector, the same one the game's own Statistics screen uses, sets whether you are looking at one year or the whole save, and every figure on the screen follows it. Flaring and dumping are shown apart from real consumers, because the game does not count them as consumption.

2.png

Nuclear reactors

Reactors now count in every balance: water, steam, fuel rods and spent fuel, read from the reactor's own recipe at the power level you set. The row detail shows that level, since the figures follow the slider. A reactor set to zero power counts for nothing, and a note says so. The breeder's second flow, blanket fuel turned into fresh rods, is counted too. Emergency cooling water is left out on purpose: a healthy reactor never uses any. Reactors are also named on a product's screen, where their share used to hide inside "Other".

Pick what counts

Every type of building in the selection is listed as a tile. Click one to leave it out and the balance updates at once, which makes it easy to read a single part of a dense factory.

Honest numbers

An information button explains where each figure comes from. Buildings the mod cannot measure are named rather than quietly dropped, and anything that is a capacity rather than a measurement is labelled as such. A storage that only trucks can fill shows its stock instead of a made-up rate, and the panel says so. A building you paused is named on its row and what it would have produced is left out: three pumps with two of them stopped no longer promise the output of three.

Speaks your language

English, French, German, Spanish, Italian, Portuguese (BR), Dutch, Polish, Czech, Russian and Ukrainian.

Settlements

Service modules such as water are counted from what they actually used last month. Hospitals, housing and food modules are left out on purpose: their needs belong to the settlement as a whole, so no zone figure would be honest.

If a number looks wrong

Some buildings are easier to read than others, and a few are left out entirely because the game keeps no usable figure for them. If something does not match what you see in your own base, tell me in the comments. I would rather fix it than have you second-guess the panel.

This mod only reads the game state and shows a panel. It stores nothing in your save file and can be added or removed at any time.

About the code analysis warnings

The Hub flags two things and here is exactly what they are. Filesystem: the mod reads one thing, its own translations folder, to load the language file matching your game. It writes nothing to disk, and window position and width go through the game's own settings rather than files. Reflection: used in one place, to look for Moriarty's Keybind Framework among the loaded mods and hand it the F9 shortcut if it is there. If that mod is absent, nothing happens and the shortcut stays F9.

1.4.0 is out: train lines and networks, and a screen for every product

Aug 25, 2026 v1.4.0

Zone Analyzer now reads your railway the way it already reads belts and pipes. Click a rail, or drag a box over anything with track in it, and you get three tabs: Line, Network and Resource.

The part I care about most is "Needs attention". When a delivery is not moving, the panel names the reason: no train assigned to the network, every compatible train already busy, the wrong wagon type, a station that reached its train limit, or simply not enough production. That last one is the reason this took a while to get right. Adding trains would not help, and a tool that says "not enough trains" when the real problem is upstream is worse than no tool at all. This view was asked for by Axios2015 and S1lkwrm on the mod page.

The island view gained a screen for each product. Click one in the ALL list and you get its history as a curve, who makes it, who needs it, one line per machine type and recipe. Fuel is split by what burns it: vehicles, trains, ships and generators. If you have ever wondered what is actually eating your hydrogen, that is the answer, and the game exposes it nowhere else. A period selector sets whether you are looking at one year or the whole save.

Two honesty fixes came out of testing. Paused buildings used to count towards what a line promises to deliver, so three pumps with two of them stopped announced the output of three. They no longer count, and they are named on their row so you know why the figure dropped. And flares and dumping used to sit among the consumers of a product, which the game does not count as consumption: the list could add up to more than the total printed above it. They now have their own section, outside the balance.

Eleven languages, as always. Full details in the changelog.

1.1.0 is out: Pipeline and Conveyor Analysis, Bottleneck detection and UI

Aug 15, 2026

1.1.0 is out.

Click any conveyor or pipe with the new "Follow a line" button and the panel shows everything connected to it: who feeds the line, who draws from it, product by product. Bottlenecks are detected too: that one forgotten low-tier pipe segment gets highlighted in red on the map, and a "Show me" button jumps the camera straight to it.

This update started as a suggestion by betrok on this very page. Thanks again, and keep the ideas coming.

2.png

0.2.0 is out! Exciting update with a brand new UI

Aug 11, 2026

0.2.0 is out.

Exciting update with a brand new UI. Every resource is on one line now, and the
figures are lined up in columns. Click a line and the full detail unfolds underneath,
the same detail as before.

4-zone-analyzer-panel.png

More buildings are counted: settlement service modules, ore and waste sorting, animal
farms, research labs, and maintenance parts.

The blocked-building warnings were the weak point of 0.1.0. They now check what a
machine is doing at that moment instead of trusting a year of history, so a machine
running with a full output buffer no longer gets accused of missing an input.

3-zone-analyzer-research.jpg

1-zone-analyzer-columns.jpg

2-zone-analyzer-power.jpg

v1.4.2

Latest
Game version
0.8.6 - 0.8.7
Released
Aug 25, 2026
File size
166.9 KB
License
CoI-Keep
Save-game: Add · Remove
Changelog
A conveyor or pipe is no longer called a bottleneck when the supply
reaching it stays below its capacity. In that case the segment limits
nothing: the real problem is missing production, and the negative balance
of the line already shows it.

1.4.1

Nuclear reactors, asked for by Marcp2006 on Reddit.

Reactors now count in every balance: water, steam, fuel rods and spent
fuel, read from the reactor's own recipe at the power level you set. The
expanded row shows that level ("power 2/3"), because the numbers follow
the slider. A reactor set to zero power counts for nothing, and a note
says so. The breeder's second flow, blanket fuel turned into fresh rods,
is counted too. Emergency cooling water is left out on purpose: a healthy
reactor never uses any.

Reactors are also named on a product's screen, in "Made by" and "Needed
by", where their share used to hide inside "Other".

One more fix: products nobody consumes, like spent fuel, could not be
clicked in the ALL list. They can now.

1.4.0

Trains, a screen for each product, and paused buildings that stop lying
about what they make. The train view was asked for by Axios2015 and
S1lkwrm on this very page.

Trains. Click a rail, or drag a box over anything with track in it, and
the same panel reads your railway. Three tabs: Line, Network and Resource.
Line lists every stop, what it loads and unloads, and the trains that serve
it. Network shows the fleet, the products it carries, and what is waiting
for a train. "Needs attention" names the reason a delivery is not moving:
no train assigned, every compatible train already busy, the wrong wagon
type, a station that reached its train limit, or simply not enough
production. That last one matters, because adding trains would not help,
and the panel says so instead of leaving you to guess. Resource takes one
product and follows it end to end, from what feeds it upstream to every
destination.

A product's own screen. Click any product in the "ALL" list for its history
as a curve, plus who makes it and who needs it, one line per machine type
and recipe. Fuel is broken down by what burns it: vehicles, trains, ships
and power generators, which is the only place the game exposes vehicle fuel
use. A period selector sets whether you are looking at one year or the whole
save, and every figure on the screen follows it.

Paused buildings. One you paused is now named on the row it belongs to, and
what it would have made no longer counts. A row of three pumps with two of
them paused used to promise the output of all three, both at full speed and
as measured.

Also in this release: flares and dumping moved out of the consumer lists,
where the game never counted them as consumption; named lines for fuel,
construction, mining, import and the rest, instead of everything falling
into "Other"; a HUD skin for the island list and product screens; and
shorter, plainer wording across the whole mod.

1.2.1

The F9 shortcut is now reconfigurable.

- If Moriarty's Keybind Framework is installed, Zone Analyzer's shortcut
shows up in the "Modded Keybinds" options tab, with F9 as the default. It
applies right away, no restart needed. Without that mod, nothing changes:
the shortcut stays F9.

1.2.0

Parallel branches, line preview on hover, and the mod finally has its own
icon.

- Bottlenecks now judge parallel branches. Two pipes running side by side
and meeting further on were never flagged before: removing one still let
the flow through the other. They are now weighed together, on their
combined throughput. If the balancer feeding them is set to split evenly,
the weakest branch sets the pace and the figure accounts for it.
- Hover a conveyor or pipe with "Follow a line" armed and the whole
connected line lights up before you click, so you see exactly what will
be analysed.
- The toolbar button and the window now carry the mod's own icon instead of
a borrowed one.

1.1.2

Fixes false bottlenecks. Thanks to everyone reporting what looks wrong.

- A building that has no reachable destination at all is no longer blamed on
every segment of the line. It used to add its own output to each pipe or
belt being checked, which could flag four healthy pipes at once.
- Storages on the line now count as a destination. A producer feeding only a
storage is no longer treated as going nowhere.

Real bottlenecks are unaffected: a segment that genuinely cannot carry what
must pass through it is still flagged, with the same figures.

1.1.1

Line analysis now follows each product on its own legal paths.

- Bottlenecks are checked on both sides: what the buildings downstream need,
and what the producers upstream have to push through toward their
destinations. A production line choking before its vent is now caught even
when nothing on it "consumes" in the recipe sense.
- Smoke stacks and flares now appear on a line, with their absorption
capacity shown in grey: absorbing is not demanding, but it is where the
flow goes, and it counts as a destination.
- A product only travels through the ports its recipe actually binds it to.
A boiler's CO2 line no longer lists its steam, each circuit gets its own
balance, and the boiler's own undersized output pipe is correctly flagged.

1.1.0

Follow a line: click any conveyor or pipe and get the balance of everything
connected to it. This update started as a suggestion by betrok on this very
page.

- A new "Follow a line" button sits next to "Select an area". One click on a
belt or pipe follows the whole line through storages, balancers, lifts and
sorters, and shows who feeds it against who draws from it, product by
product, with the same Makes / Needs / Net columns as the area view.
- The click picks the flow. On a network carrying several products, only the
ones that can actually travel through the clicked transport are counted:
sorter filters and belt directions are respected. Clicking a side branch
gives that branch's own balance.
- Bottleneck detection. Segments that are the only path to some buildings and
cannot carry what those buildings need at full speed are flagged, sorted by
severity, highlighted in red on the map, and the "Show me" button pans the
camera straight to them. Capacities come from the game's own transport
data, product stack sizes included.
- Storages on the line are shown with their stock. A storage that only trucks
can fill is marked as such: the game keeps no rate for truck deliveries, so
its supply is left out of the totals rather than guessed.
- Buffers, the storages that the line both fills and drains, have their own
section.
- Every row is clickable: the camera jumps to the building, and clicking
again cycles to the next one.
- Sections are color coded: green for what feeds the line, orange for what
draws from it, red for bottlenecks.
- All eleven languages are up to date.

Known limits, in the spirit of honest numbers: parallel branches are not
judged for bottlenecks yet, and a building whose output ports are
interchangeable is counted on a line whenever nothing proves otherwise.

1.0.1

Packaging fix, the mod itself is unchanged.

- The archive stored its file paths with Windows separators, so depending on the
unzip tool it could produce a handful of oddly named files instead of a proper
ZoneAnalyzer folder. Thanks to the player who reported it.

1.0.0

Workers are now counted, and the mod is verified against game version 0.8.7.

- The summary line shows how many workers the selected area employs: those
actually assigned right now, then the total the area asks for. A building that
is paused, or still under construction, gives its workers back, which is why
the two figures can differ.
- The count follows the building filter, so leaving a type out removes its
workers as well.
- Both numbers come straight from the game, nothing is estimated.

0.2.0

Exciting update with a brand new UI. Every resource is on one line now, and the
figures are lined up in columns.

A rebuilt panel
- Every resource is now one compact line: a coverage bar, then Makes, Needs and Net
lined up in columns. Click a line and the full detail unfolds underneath.
- One switch at the top swaps the whole panel between full speed and what your base
actually manages right now, instead of repeating both figures on every line.
- Shortages sit at the top, and the building filter moved below the balance where it
belongs.
- The window now resizes in height as well as width.

More buildings counted
- Settlement service modules, ore sorting, waste sorting, animal farms and research
labs are read too.
- Maintenance parts appear in the balance.
- Hospitals, housing and food modules stay out on purpose.

Fixes
- Blocked-building warnings are far more reliable: they check what a machine is doing
now instead of trusting a year of history.
- F9 closes the window instead of clearing the balance.
- All eleven languages have been completed.

0.1.0
- First release.
- New toolbar tool (shortcut F9): drag a box over your factory to get its resource balance.
- One line per resource: produced, needed, and the net balance per minute at full capacity.
- Shows how much of each resource has to come in from outside the selected area.
- Flags the buildings that are actually waiting on a resource, using the time the game
itself records for them rather than an estimate.
- Choose which buildings count. Every type in the selection is listed as a tile; click one
to leave it out and the balance updates at once.
- Electricity drawn and produced side by side, so you can tell whether an area powers itself.
- Mechanical power in MW, comparing what the turbines make against what the generators need.
- Works on buildings that are not built yet, so you can check a design while you lay it out.
- Flares and smoke stacks are read as disposal capacity, not as demand: an idle flare is
not a shortage. Pollution is left out of the balance entirely.
- An information button explains where each number comes from, and anything that is a
capacity rather than a measurement says so.
- Buildings the mod cannot measure are named instead of being dropped without a word.
- Sections fold away, so you can keep only the shortages on screen.
- Covers factories, refineries, smelters, water treatment, well pumps, maintenance depots,
steam turbines, power generators, farms and rainwater harvesters.
- Available in Czech, Dutch, English, French, German, Italian, Polish, Portuguese (Brazil),
Russian, Spanish and Ukrainian.
Loading forum…

1.4.2

A conveyor or pipe is no longer called a bottleneck when the supply
reaching it stays below its capacity. In that case the segment limits
nothing: the real problem is missing production, and the negative balance
of the line already shows it.

1.4.1

Nuclear reactors, asked for by Marcp2006 on Reddit.

Reactors now count in every balance: water, steam, fuel rods and spent
fuel, read from the reactor's own recipe at the power level you set. The
expanded row shows that level ("power 2/3"), because the numbers follow
the slider. A reactor set to zero power counts for nothing, and a note
says so. The breeder's second flow, blanket fuel turned into fresh rods,
is counted too. Emergency cooling water is left out on purpose: a healthy
reactor never uses any.

Reactors are also named on a product's screen, in "Made by" and "Needed
by", where their share used to hide inside "Other".

One more fix: products nobody consumes, like spent fuel, could not be
clicked in the ALL list. They can now.

1.4.0

Trains, a screen for each product, and paused buildings that stop lying
about what they make. The train view was asked for by Axios2015 and
S1lkwrm on this very page.

Trains. Click a rail, or drag a box over anything with track in it, and
the same panel reads your railway. Three tabs: Line, Network and Resource.
Line lists every stop, what it loads and unloads, and the trains that serve
it. Network shows the fleet, the products it carries, and what is waiting
for a train. "Needs attention" names the reason a delivery is not moving:
no train assigned, every compatible train already busy, the wrong wagon
type, a station that reached its train limit, or simply not enough
production. That last one matters, because adding trains would not help,
and the panel says so instead of leaving you to guess. Resource takes one
product and follows it end to end, from what feeds it upstream to every
destination.

A product's own screen. Click any product in the "ALL" list for its history
as a curve, plus who makes it and who needs it, one line per machine type
and recipe. Fuel is broken down by what burns it: vehicles, trains, ships
and power generators, which is the only place the game exposes vehicle fuel
use. A period selector sets whether you are looking at one year or the whole
save, and every figure on the screen follows it.

Paused buildings. One you paused is now named on the row it belongs to, and
what it would have made no longer counts. A row of three pumps with two of
them paused used to promise the output of all three, both at full speed and
as measured.

Also in this release: flares and dumping moved out of the consumer lists,
where the game never counted them as consumption; named lines for fuel,
construction, mining, import and the rest, instead of everything falling
into "Other"; a HUD skin for the island list and product screens; and
shorter, plainer wording across the whole mod.

1.2.1

The F9 shortcut is now reconfigurable.

- If Moriarty's Keybind Framework is installed, Zone Analyzer's shortcut
shows up in the "Modded Keybinds" options tab, with F9 as the default. It
applies right away, no restart needed. Without that mod, nothing changes:
the shortcut stays F9.

1.2.0

Parallel branches, line preview on hover, and the mod finally has its own
icon.

- Bottlenecks now judge parallel branches. Two pipes running side by side
and meeting further on were never flagged before: removing one still let
the flow through the other. They are now weighed together, on their
combined throughput. If the balancer feeding them is set to split evenly,
the weakest branch sets the pace and the figure accounts for it.
- Hover a conveyor or pipe with "Follow a line" armed and the whole
connected line lights up before you click, so you see exactly what will
be analysed.
- The toolbar button and the window now carry the mod's own icon instead of
a borrowed one.

1.1.2

Fixes false bottlenecks. Thanks to everyone reporting what looks wrong.

- A building that has no reachable destination at all is no longer blamed on
every segment of the line. It used to add its own output to each pipe or
belt being checked, which could flag four healthy pipes at once.
- Storages on the line now count as a destination. A producer feeding only a
storage is no longer treated as going nowhere.

Real bottlenecks are unaffected: a segment that genuinely cannot carry what
must pass through it is still flagged, with the same figures.

1.1.1

Line analysis now follows each product on its own legal paths.

- Bottlenecks are checked on both sides: what the buildings downstream need,
and what the producers upstream have to push through toward their
destinations. A production line choking before its vent is now caught even
when nothing on it "consumes" in the recipe sense.
- Smoke stacks and flares now appear on a line, with their absorption
capacity shown in grey: absorbing is not demanding, but it is where the
flow goes, and it counts as a destination.
- A product only travels through the ports its recipe actually binds it to.
A boiler's CO2 line no longer lists its steam, each circuit gets its own
balance, and the boiler's own undersized output pipe is correctly flagged.

1.1.0

Follow a line: click any conveyor or pipe and get the balance of everything
connected to it. This update started as a suggestion by betrok on this very
page.

- A new "Follow a line" button sits next to "Select an area". One click on a
belt or pipe follows the whole line through storages, balancers, lifts and
sorters, and shows who feeds it against who draws from it, product by
product, with the same Makes / Needs / Net columns as the area view.
- The click picks the flow. On a network carrying several products, only the
ones that can actually travel through the clicked transport are counted:
sorter filters and belt directions are respected. Clicking a side branch
gives that branch's own balance.
- Bottleneck detection. Segments that are the only path to some buildings and
cannot carry what those buildings need at full speed are flagged, sorted by
severity, highlighted in red on the map, and the "Show me" button pans the
camera straight to them. Capacities come from the game's own transport
data, product stack sizes included.
- Storages on the line are shown with their stock. A storage that only trucks
can fill is marked as such: the game keeps no rate for truck deliveries, so
its supply is left out of the totals rather than guessed.
- Buffers, the storages that the line both fills and drains, have their own
section.
- Every row is clickable: the camera jumps to the building, and clicking
again cycles to the next one.
- Sections are color coded: green for what feeds the line, orange for what
draws from it, red for bottlenecks.
- All eleven languages are up to date.

Known limits, in the spirit of honest numbers: parallel branches are not
judged for bottlenecks yet, and a building whose output ports are
interchangeable is counted on a line whenever nothing proves otherwise.

1.0.1

Packaging fix, the mod itself is unchanged.

- The archive stored its file paths with Windows separators, so depending on the
unzip tool it could produce a handful of oddly named files instead of a proper
ZoneAnalyzer folder. Thanks to the player who reported it.

1.0.0

Workers are now counted, and the mod is verified against game version 0.8.7.

- The summary line shows how many workers the selected area employs: those
actually assigned right now, then the total the area asks for. A building that
is paused, or still under construction, gives its workers back, which is why
the two figures can differ.
- The count follows the building filter, so leaving a type out removes its
workers as well.
- Both numbers come straight from the game, nothing is estimated.

0.2.0

Exciting update with a brand new UI. Every resource is on one line now, and the
figures are lined up in columns.

A rebuilt panel
- Every resource is now one compact line: a coverage bar, then Makes, Needs and Net
lined up in columns. Click a line and the full detail unfolds underneath.
- One switch at the top swaps the whole panel between full speed and what your base
actually manages right now, instead of repeating both figures on every line.
- Shortages sit at the top, and the building filter moved below the balance where it
belongs.
- The window now resizes in height as well as width.

More buildings counted
- Settlement service modules, ore sorting, waste sorting, animal farms and research
labs are read too.
- Maintenance parts appear in the balance.
- Hospitals, housing and food modules stay out on purpose.

Fixes
- Blocked-building warnings are far more reliable: they check what a machine is doing
now instead of trusting a year of history.
- F9 closes the window instead of clearing the balance.
- All eleven languages have been completed.

0.1.0
- First release.
- New toolbar tool (shortcut F9): drag a box over your factory to get its resource balance.
- One line per resource: produced, needed, and the net balance per minute at full capacity.
- Shows how much of each resource has to come in from outside the selected area.
- Flags the buildings that are actually waiting on a resource, using the time the game
itself records for them rather than an estimate.
- Choose which buildings count. Every type in the selection is listed as a tile; click one
to leave it out and the balance updates at once.
- Electricity drawn and produced side by side, so you can tell whether an area powers itself.
- Mechanical power in MW, comparing what the turbines make against what the generators need.
- Works on buildings that are not built yet, so you can check a design while you lay it out.
- Flares and smoke stacks are read as disposal capacity, not as demand: an idle flare is
not a shortage. Pollution is left out of the balance entirely.
- An information button explains where each number comes from, and anything that is a
capacity rather than a measurement says so.
- Buildings the mod cannot measure are named instead of being dropped without a word.
- Sections fold away, so you can keep only the shortages on screen.
- Covers factories, refineries, smelters, water treatment, well pumps, maintenance depots,
steam turbines, power generators, farms and rainwater harvesters.
- Available in Czech, Dutch, English, French, German, Italian, Polish, Portuguese (Brazil),
Russian, Spanish and Ukrainian.
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