Hmm...
Farm
Time: 1 Year
Goal: 300 Plants
Reward: +5 Food, +5 Materials, -1 Security
+1 Food for food storage facility
The Dwarven Heartland is actually populated by small towns, and, more importantly, farmers. These farmers haul their goods every harvest to the town to sell. The town (merchant town) takes the goods and sells them to caravans when they come around, so that the caravans can ferry them to industrial towns, or big cities, or garrisons.
Brewery/Vineyard
Time: 1 Year
Goal: Make 300 Booze. Can grow plants, or import them
Reward: +7 Civ Points, +5 Food, +5 Trade, -1 Security, -2 Materials
+2 Materials if all plants grown on site (negates above subtraction)
+5 Trade if you take the booze and store it in a big wine cellar ("to be opened in 5-10 years for better taste")
Where does the mountainhome get all of its booze? Well, its from quality breweries in the hills, where booze is brewed and then stored in fancy containers for years until it is ready.
(Why +2 Materials? Because breweries intake plants and output booze. If intake is home-grown, than there is no input, only output)
University
Time: 4 Years
Goal: Have Training Facilities for all jobs and housing (can be dormitory) for at least 30 students and 10 teachers
Reward: +25 Civ Points, +5 Security, -2 Food
+2 Civ Points for bi-dormitories (2 person dorm) en mass, with teachers with their own housing
+3 Civ Points for dedicated constructions (each place of learning has its own building)
Where do you think Urist McMechanicdwarf learned his skills? He went to mechanic school at a university. Once the demand for trained workers grew too high for apprenticeship to be practical (and taking two apprentices was unpractical), it was a brilliant dwarf's idea to send all new untrained workers from wealthy families (whom, without training their heirs, could lose their wealth) to a place where it was all about learning, and the teachers weren't also busy with a job.
Quarry/Mining Town
Time 4 Years
Goal Extract Stone/Ore from the earth, process it, and sell it , Provide housing for 50
Reward +10 Materials
The majority of the people here would be quarry workers. They cut stone into blocks for use on the king's latest project, to be shipped off to who-knows-where. Few mine for ore, whom dig deep down for the crown jewels of the area, iron and gold among others. No one goes down deep for stone. Large quarries (dug from mountains) are much more efficient. But beware the dust rising from one, for it can blind a man after too long.
As for the above post by TALLPANZER,
Not trying to troll or anything, but...
What would a housing town accomplish? A market town is a place where farmers from surrounding areas can bring their goods to sell to merchants whom supervise (or sell them to) caravans that travel to larger cities that require food. Industrial towns consume food (for their people) and output goods. A housing has input, but no output.
You could argue that taxes are output, but people have to work to get taxes to output.
You may want to re-lable the title Slums, or Ghetto because with nowhere to work, no one gets money, which means no food is taken in, which means there is no life. Additionally, with no money there is no taxes.
Farms send food to> Small Towns> Consume/Send food to> Big Cities/Industrial Towns Consume
A housing town would accomplish zero. But, this brings me to Slums
Slum
Time: 5 Years
Goal: House 100, provide means to survival without a clear work pattern
Reward: 15 Civ Points, +2 Taxes, -4 Security, + 5 Materials
Slums are festering hives of rotting filth. With recent wars, or just bad economic times in general, many people have been forced (or chosen) to move to the cities. These cities, overcrowded with newcomers, could not provide many economic opportunities. With not enough food or work, people starved. Yet, due to whatever circumstances, people could not leave. There was nowhere to go. Overtaxed and overworked, the people of the slums try everyday to win their next meal. Up above, the rich have taken advantage of the weakness of the inhabitants and practically taken over with "The only way out".
This is a tricky one, I admit. Basically, you have to make a place with a way to survive, but no easy way to get it. There needs to be demand for menial services. The way of life =
Noble buys food, hires workers to work for him in his chosen industry -> Workers get paid, Buy food, get taxed
Taxes= Noble buys food, hires workers to work for him in his chosen industry
Noble uses his industry to make him copious amounts of money.