services for healthcare and decent services for safety. Employment for Blue Collars is usually found in manufacturing, private investigating, fishing companies, and oil derricks/platforms. The Have-Not community is the working poor, who are too focused on meeting the most basic needs to concern themselves with the clashing values of the Fringes and Blue Collars. They are the lowest on the scale of power and wealth. Have-Nots do not demand any services at all. In fact, they are content with having nothing more than a house and a job. Unlike Fringes and Blue Collars, Have-Nots are not too easily attracted to a city. In order for them to appear, the player will usually have to create a district focusing primarily on Have-Not jobs and leisure activities. It is also possible to attract Have-Nots by having Fringes and Blue Collars "devolve" into Have-Nots. This is achieved when Fringes and Blue Collars remain unemployed for a certain amount of time. Economy City Life has a simple economy. Each building has infrastructure costs which are paid by the city to the business, including fixed costs and costs which are related to the number of employees a building requires. Roads, bridges, parks and monuments also count as buildings in this way. Buildings also have indirect costs with regards the energy they consume and waste they produce. Buildings which represent businesses also generate income which is taxed and is paid back to the city. Therefore, the monthly budget for the city (i.e. for the player) is calculated by taking the taxed income and subtracting the infrastructure costs for each building. For example, the basic industrial building has $50 of fixed infrastructure costs and generates up to $100 in revenue tax per worker. When staffed with 3 workers the net profit for the city is thus $250 per month. However, profits from business are not guaranteed at a fixed rate. For example, building a vegan restaurant in a city with a low population of Radical Chics will result in less than maximum income. Similarly, a casino won't turn maximum profit until there are Elites. In this way, the game forces the player to partially develop the richer communities in order to make their larger businesses viable. Energy and waste in City Life are also considered a kind of income. Energy or waste management that the city provides for itself is cheaper than buying those services externally. Any