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New FrontiersHandbook
Player Manual · Live Catalog · v0.68.6

Buildings, Districts, and Land

What can be placed, how construction works, and how land is automatically worked.

← Player GuidesCatalog ID: buildings_and_land

Tap land, choose development

Construction is a strategic order rather than a worker-unit chore. Select valid owned land, choose a building or improvement, review the quote, and start construction. Spacing, tier, technology, workforce, uniqueness, terrain, deposit, and capacity rules are authoritative.

Land improvements

Farms, Lumber Camps, Quarries, Mines, and Oil Wells are worked-land improvements. Research upgrades them automatically: Animal Husbandry grants Farm Tier II and +25% Food, Crop Rotation grants Tier III and +50%, Agronomy grants Tier IV and +75%, and Mechanized Agriculture grants Tier V and +100%. Lumber Camps advance through Forestry and Mechanized Forestry; Quarries through Stonecutting and Powered Quarrying; Strategic Mines through Deep Mining; and Oil Wells through Petroleum Engineering. Iron Mines, Coal Mines, and Oil Wells can operate on any valid claimed land after their technology unlocks; terrain provides a slow background yield, while a matching revealed node within 120 m provides substantially richer output.

City infrastructure

Houses, Workshops, Libraries, Warehouses, Watchtowers, Docks, Barracks, Districts, Rail Stations, Ports, Airports, Smelters, and Refineries expand production or unlock systems. Warehouses begin at +500 storage and may be upgraded twice at high cost: Level 2 contributes +1,500 storage and Level 3 contributes +3,000. Warehouse upgrades spend that city's local resources and are managed from the completed Warehouse card. The Buildings catalog lists exact construction costs, prerequisites, time, outputs, and capacities.

Dismantling is permanent

Completed non-capital buildings can be demolished from their management card, and idle units can be disbanded from their orders card. Neither action refunds costs. The server protects city centers, occupied or required housing, active trainers, armies, and units carrying out orders.

Construction is asynchronous

Resources are reserved when an order begins. Available construction crews determine simultaneous work, while queues plan later jobs. Terrain and government effects can adjust efficiency.