Ideas:
3 Goblinoids: Night Goblins, Hobgoblins, Snaga
Can convert other races to the glory of goblin-kind.
Snatcher's Station: Go out to snatch.
-Kobolds: 50% capture, 45% failure, 5% death
-Gnomes: 20% capture, 25% failure, 25% failure + siege, 15% death, 15% death + siege
-Dwarves: 20% capture, 20% failure, 20% failure + siege, 30% death, 10% death + siege
-Antmen: 20% capture, 30% failure, 10% failure + siege, 30% death, 10% death + siege
-Elves: 30% capture, 30% failure, 10% failure + siege, 20% death, 10% death + siege
-Orc: 20% capture, 20% failure, 20% failure + siege, 20% death, 20% death + siege
-Frost Giant: 1% capture, 20% failure, 20% failure + siege, 25% death, 30% death + siege
Assimilatorium: Convert. Needs educational pamphlet.
-Convert abductee: 80% success, 20% escape
-Convert prisioner: Should always work.
-Uplift troll: 20% success, 70% unable, 9% berserk, 1% suicide
Scriptorium (reuse from dwarf?): Makes books and such.
-Make educational pamphlet: Always works. 5% of making two in one go.
-Make book for troll training: Same as above.
Inquisitorial Chapter House: Train inquisitors.
-Train inquisitor: Gains access to various abilities. Mostly to deal with undead.
-Interrogate abductee: Gain a "<RACE> confession" item. Abductee always dies.
-Analyse confession: use a confession to gain a plan/schematic that can be used to build special workshops.
Temple of the Deep Ones: Demonic Religion. Risky, but powerful.
-Sacrifice corpse: 70% nothing, 27% bad, 3% good.
-Sacrifice soul: 70% nothing, 20% bad, 10% good.
-Sacrifice cultist: 10% nothing, 45% bad, 45% good.
~Good things: Slade-bound book (can be used once to make Darksworn), Demons, phat lewt.
~Bad things: Fun stuff.
Temple of the Forgotten Shadow: Shadow magic/religion. Not as risky. Less powerful.
-Sacrifice corpse: 50% nothing, 35% bad, 15% good.
-Sacrifice soul: 50% nothing, 25% bad, 25% good.
-Sacrifice cultist: 10% nothing, 30% bad, 60% good.
~Good things: Shadow-bound book (can be used once to make Ascendants), Shadow creatures, phat lewt.
~Bad things: Fun stuff.
Troll pit: Train trolls.
-Train trolls in various skills. All require books.
Alchemy Lab:
-Perform experiment: Various results, from potions, to mutagen, to explosions.
-Inject mutagen on captured foe (the snatched kind): 50% success, 20% dead subject, 10% escaped subject, 20% Fun.
Religion interplay:
-Demon cultists and Shadow cultists do not get along well. That's all that'll be said.
Warp Gate: Built with warpstone.
-Summon trolls/beak dogs/etc through the warp gate;
Circle of Blood:
Works like a coloseum, but summons different creatures.