Each turn, each labourer contributes one Construction Point (CP) to the current project at their location. Material costs don't need to be paid in full when construction begins, but you can't build past the proportion you've paid. (i.e. if you only have half the resources available, you can't build to more than half of the CP)
Each location can only have one ongoing Construction Project at a time.
If you abandon a construction project for whatever reason, you
don't lose its progress.
However, you can also scrap a project (so as to start work on a new one), losing all progress and resources invested into it.
Does not require pre-existing location:
* Road (or bridge): Location always requires only 1 movement to traverse, regardless of tile type. Does not affect gathering. (700 Materials, 50 CP)
* Settlement: Creates a new settlement with 30 Housing and level 1 City Defense (3000 Materials, 350 CP)
* Garrison: Create a new level 1 Garrison. (2000 Materials, 80 CP)
* Underdark Passage conversion: Changes an Underdark Wall tile into an Underdark Passage tile. Workers must be stationed in an adjacent tile. (700 Materials, 400 CP)
Projects for a Settlement (or larger):
* Housing: Increases the maximum pop capacity for a location by 5. Can be undertaken several times simultaneously. (500 Materials, 50 CP)
* Stables: Movement +2, and triples carrying capacity, and encounter chance for anyone departing from this location. (1000 Materials, 100 CP)
* Harbour: Units dispatched from this location have the option to treat rivers as roads, and triple carrying capacity, until they move onto a non-water tile. (1000 Materials, 80 CP)
* Underdark Access: Extends settlement down into the Underdark layer, directly below the existing surface-level settlement (or up to the aboveground layer, if already underground). Gatherers and soldiers must be stationed in one side or the other, but otherwise the two sides together are considered to be one location. (2000 Materials, 400 CP)
* Town Upgrade: Officially upgrades a Settlement into a Town, allowing it to produce wealth and providing many more adventurer amenities like shops. The ability to produce wealth is temporarily suspended if the Town's pop falls below 120. (10000 Materials, 400 CP, location must have at least 150 pop)
Projects for a Town (or city):
* Barbarian Hall: Soldiers stationed at or dispatched from this location have +20% Lucky Chance, for up to 2 turns. Barbarian adventurers must visit one of these to unlock their Primal Path class feature. Visiting Barabarian adventurers increase your civ's effective CR by 20% while stationed, and receive +2 Rage Damage on their next mission. (4000 Materials, 200 CP)
* Bard College: Small chance every turn of revealing an undiscovered POI or location. This location's effective CR gets a 10% boost when under siege. Provides spellcasting services to adventurers. Bard adventurers must visit one of these to unlock their Bard College class features. Visiting Bard adventurers drastically increase the chance to reveal POIs while stationed, and gain a spell slot (of the highest level they currently have) for their next mission. (4000 Materials, 200 CP)
* Church: Soldiers stationed at or dispatched from this location take -15% casualties, for up to 2 turns. Provides spellcasting services and at-cost holy water for adventurers. Cleric adventurers must visit one of these to unlock their Channel Divinity class feature. Visiting Cleric adventurers make sacrifices 10% cheaper while in town, and have an extra use of Channel Divinity during their next mission. (4000 Materials, 200 CP)
* Druids Grotto: Increases town's food generation by 10%. Provides spellcasting services for adventurers. Druid adventurers must visit one of these to unlock their Druid Circle class features. Visiting Druid adventurers increase this town's food production 10% for 3 turns, and gain an extra use of Wild Shape during their next mission. (4000 Materials, 200 CP)
* Fighters' College: Soldiers stationed at or dispatched from this location have an extra 0.5 CR each, including casualty rate calculations. Fighter adventurers must visit one of these to unlock their Martial Archetype class features. Visiting Fighter adventurers increase your civ's effective CR by 10% while stationed, and gain one extra Action Surge during their next mission, that does not return while resting. (4000 Materials, 200 CP)
* Temple: Increases resource production for this town by 10%. Monk adventurers must visit one of these to unlock their Monastic Tradition class features. Visiting Monk adventurers increase resource production for this town by 10% while present, and increase their Martial Arts dice by 1 stage during their next mission. (4000 Materials, 200 CP)
* Hall of the Order: Soldiers stationed at or dispatched from this location have 1.4x effective CR against The Hellish. Paladin adventurers must visit one of these to unlock their Sacred Oath class features. Visiting Paladin adventurers quarter ambush chances for your civ while present, and have their Divine Smite base dice increased to 2d10 for their next mission. (4000 Materials, 200 CP)
* Rangers Guild: Increases scouting teams' movement from this location by 2. Ranger Adventurers must visit one of these to unlock their Ranger Archetype class features. Visiting Ranger adventurers increase your civ's scouting teams' movement by 2 while stationed, and can apply their Proficiency Bonus to attack and damage rolls against their Favoured Enemy during their next mission. (4000 Materials, 200 CP)
* Thieves Guild: Small chance per turn to reveal extra details about a known location. Rogue Adventurers must visit one of these to unlock their Roguish Archetype class features. Visiting Rogue adventurers drastically increase the revelation chance while stationed, and have +2 to their Proficiency Bonus during their next mission. Inexplicably, does not drain materials or wealth or anything. (4000 Materials, 200 CP)
* Magicrux Artifact: When under siege, grants +40% Lucky Chance and may reduce siegers' pop by a small amount. Sorcerer and Warlock adventurers must visit one of these to unlock their Metamagic or Pact Boon class features, respectively. Visiting Sorcerer and Warlock adventurers grant your civ +20% Lucky Chance to your next battle, if it's within the next 4 turns. Visiting Sorcerers temporarily gain one Spell Known of a level they can cast, and Warlocks gain an extra Spell Slot of a the highest level they already have, for their next mission. (4000 Materials, 200 CP)
* Mages College: Improves this town's wealth generation by 10%. Provides spellcasting services to adventurers. Wizard Adventurers must visit one of these to unlock their Arcane Tradition class features. Visiting Wizard adventurers improve wealth generation for this location by 10% while stationed, may add one wizard spell (of a level they can cast) to their spellbook for free, and gain an extra use of Arcane Recovery for their next mission. (4000 Materials, 200 CP)
**
Vehicles: (requires Stables or Harbour) If you can get adjacent to your destination by travelling only along roads, carrying capacity is 5x instead of 3x. (4000 Materials, 300 CP)
* Shrine to Armok: Allows you to sacrifice wealth to Armok from this location. (2000 Materials, 200 CP)
* Merchants Hall: Allows trading wealth for food or Materials at a 80:1 ratio. Trades are completed at the beginning of your second-next turn, but are interrupted if you come under siege. (1500 Materials, 300 CP)
* Apothecary: Sells potions and alchemic reagents to adventurers. (1500 Materials, 100 CP)
* Magic Scrivener's: Sells scrolls to adventurers. (1000 Materials, 150 CP)
** Teleporter: (requires civ to have Magic Research Lab, see below) Pop, materials, wealth, and heroes can be transferred between two allied locations with teleporters instantly. (3000 Materials, 500 CP)
* City Upgrade: Officially upgrade Town into a City. Location counts triple for calculating your number of Towns during wealth production. The City is temporarily considered a Town for wealth production if its pop is under 450. (30,000 Materials, 1000 CP, location must have at least 600 pop)
Projects requiring a City* Guild Hall: This location counts quintuple (instead of triple) for calculating number of Towns during wealth production. (2000 Materials, 800 CP)
** Merchants Guild (requires and replaces Merchants Hall): Allows trading wealth for food and materials at a 60:1 ratio, food or materials for wealth at a 3:20 ratio, for food and materials for each other in a 3:1 ratio. Trades are completed next turn. (4000 Materials, 400 CP)
* Magic Research Lab: Allows construction of other magic-oriented city projects. Spellcasting Adventurers can do Spell Research here. (12,000 Materials, 400 CP)
** Crystal Beacon: You have a minimum 2 turns advance warning of impending attacks against this location. (2000 Materials, 300 CP, civ must have Magic Research Lab)
** Short-Range Bombardment Array: Stationed soldiers may use +5% of their CR while under siege. (14,000 Materials, 400 CP, civ must have Magic Research Lab)
** Magic Foundry: Required for the final Military Upgrade. Spellcasting Adventurers may perform Magic Item Creation here. (20,000 Materials, 700 CP, civ must have Magic Research Lab)
City Defenses:
X City Defense (lvl 1): It's... just houses. No defensive structures of any kind. Assault against this location is a raid, unless all stationed pop are soldiers and defender has advance warning of some kind.(initial state)
* City Defense (lvl 2): There's a wall around the town's perimeter. Assault against this location is a siege. (2000 Materials, 200 CP)
* City Defense (lvl 3): The wall has guard towers, there's a barracks and training ground, and supplies are guarded. Soldiers can fight with +5% CR while under siege. Double base chance to repel infiltrations. (4000 Materials, 300 CP)
* City Defense (lvl 4): The guard patrols are well coordinated, and there are some small countersiege armaments. Soldiers can fight with +10% CR while under siege. Triple base chance to repel infiltrations. (8000 Materials, 400 CP)
* City Defense (lvl 5): Magic has been incorporated into the city's defenses. Quintuple base chance to repel infiltrations. Soldiers can fight with +15% CR while under siege, and reduces siegers' effective CR and breach chance by 5%. (15,000 Materials, 600 CP)
Garrisons:
X Watchtower (lvl 1): It's got a storage room and a vantage point and... not much else. Will warn of incoming invasion, but is easy to overrun. Maximum capacity 30 pop. (initial state)
* Fort (lvl 2): An actual walled compound. As long as it is staffed by at least 100 CR worth of soldiers, attackers are forced to lay siege. Can fight with +5% effective CR while under siege. Maximum Capacity 150 pop. (10,000 Materials, 300 CP)
* Stronghold (lvl 3): Like a castle, but built for war. While under siege, able to fight with +20% CR. Maximum Capacity 400 pop. (20,000 Materials, 600 CP)
(military upgrades and universal conscription are applied to a player's entire civilization, not just a single location)
X Military lvl 1: You have some draftees who are willing to fight with farm tools or whatever is to hand. Each soldier has 1CR. (initial state)
* Military Upgrade (lvl 2): The military fights with actual weapons, and are instructed in combat basics. Each soldier has 2CR. (10,000 Materials, 400 CP)
* Military Upgrade (lvl 3): The military's weapons are of better-than-average quality, and they're trained to fight as a group. Each soldier has 3.5CR. (20,000 Materials, 600 CP)
* Military Upgrade (lvl 4): The military has some really nice gear, and are well-trained and organized. Each soldier has 5CR. Battle parties have some siege equipment, and so can fight with +5% of their CR while laying siege, and have a 5% chance per turn to penetrate the enemy's walls and change the siege into open warfare. (35,000 Materials, 800 CP)
* Military Upgrade (lvl 5): Several of your units are equipped with gear superior to terrestrial steel, and have some low-level magical gear available. Each soldier has advanced military training, as well as a specialization within their unit. Each soldier has 7CR. Units fight with +10% of their CR while sieging, and have a 10% chance per turn to breach. (50,000 Materials, 1000 CP, civ requires Magic Foundry)
* Universal Conscription: When under attack, the citizens will help out too. Each non-soldier contributes 1/5 of a soldier's CR, according to your civilization's Military Upgrades. (4000 Materials, 400 CP)
New Projects can be made available by capturing locations!