Site

Sites are world map instances that can be interacted with by players (except the Pyramid). Most of them have passive effects.

### Fortress

Fortresses can be erected with a Follower (Artisan, Scholar or Siege Master) as Overseer and 1-2 workers with Construction Skill and 0-2 workers with Engineering skill (although that barely add any progression). Fortresses can construct buildings as well, but otherwise than settlements, these buildings cost only gold. They do not have population their income is purely based on their buildings. Their culture depends on the overseer, who built this fortress. Note, that non-mundane cultures (like undead) will set culture to "none". Fortresses can be upgraded to increase their meager base siege threshold of ~24. The first fortress will be declared province capital and secure control over the province, except in map generation. A Fortress can be built by upgrading an outpost.

Note that buildings get a discount of 30% for chaotic cultures and further 50% for cultures with the trait *Pact with Nature*. These are calculated separately after another.

Modify settlement recruits or flat income?[1]

Note, that for chaotic races fortress buildings are 30% cheaper.

Upgrading is done by 1-2 workers (construction), 0-2 workers (engineering, although, they contribute next to nothing) and 1 followers (to what effect?[1]). Additional levels in construction skill speed up the process (due to a bug that is not yet the case. 24.7.23)

### Outpost

Outposts enable troop replenishment and can be targeted by beacon spells to enable summons. 4 turns after completion, they can further be upgraded to settlements or fortresses. Note, that some spells specifically target outposts and will not target fortresses or settlements.

Cost 300 Gold, 50 Lumber, 12 Time units.

### Pyramid

Pyramids always contain an immediately accessible burial site for raising a hero. This hero will always be of the religious class.

### Minor: Ancient Battlefield

With Necromancy 3 > Raise Battlefield, you can raise units depending on which you have unlocked and on the warding resistance of the battlefield.

### Minor: Ancient Burial Site

With Necromancy 3 > Raise Hero, you can recruit a random hero for 15 mana and no upkeep. No cooldown, but burial sites are quite rare and have to be province-searched for by followers.

### Dungeon

Increases Monster Spawn Rate in this province. Can be explored to be cleared and reduce said spawn raid. Might yield minor amounts of gold (considering time investment and follower upkeep) as well as items. Might also get followers killed during exploration. Dungeons have a difficulty

* Type:
* Size: (decides how much progress is needed to clear)
* Danger Level: Most dungeons are around 33/100.
* Cleared:
* Divine Interest (Protective): [Deity] (reduces favor with said deity on clearing)
Note that there is absolutely no information within the game what all these values do.[1]

### Monster Lair

Contains a random amount of random units. A Wizard cannot build anything in a province with a monster lair, before destroyed. There is 1 and only 1 Monster Lair in each neutral province. Provinces contain either exactly 1 monster lair or at least 1 settlement/fortress/wizard tower. Monster Lair increase Monster Spawn Rate. Move an army onto an adjacent tile to scout out resistance or enable *easy scouting* in the start game settings.

### Planar Portal

Can spawn monster parties. Can be raided to close it permanently.[1] There is no way of scouting out resistance, independent of game settings.

### Camp

Just like monster lairs but wizards can build in this province. Destroying a camp increases respect with that tribe.[1] Move an army onto an adjacent tile to scout out resistance or enable *easy scouting* in the start game settings. New Camps spawn throughout the game.

### Production Sites[1]

#### Mine Output[1]

Cost: 1200 Gold, 40 Lumber

If that map tile has a hex condition, the values differ.

Also note, that mines can only be built, if there is a mineable special resource present.

#### Farm Output[1]

Cost: 500 Gold, 50 Lumber

If that map tile has a hex condition, the values differ.

\*Without this resource, it would not be possible to build farms here.

#### Vineyard Output[1]

Cost: 1000 Gold, 50 Lumber

If that map tile has a hex condition, the values differ.

\*On plains and grassland you can build Vineyards only, if at least 2 adjacent hexes are hills or arid hills.

#### Logging Camp Output[1]

Cost: 1000 Gold

If that map tile has a hex condition, the values differ.

\*Primordial Trees allows logging camps in terrains, that would otherwise not.

#### Fishing Village Output

Cost: 100 Gold, 15 Lumber

Terrain independent. Need to be on the coast, get a tiny bonus for additional adjacent water tiles.

Fishing villages produce an additional trade good.

#### Quarry Output[1]

Cost: 500 Gold, 50 Lumber

If that map tile has a hex condition, the values differ.

\*Quarries and Mines on or adjacent to a Magma Plains map tile produce additional 2 Obsidian.

\*\*Marble replaces Granite production.

#### Hunters Lodge[1]

Cost: 400 Gold, 40 Lumber

If that map tile has a hex condition, the values differ.

#### Fae Garden Output[1]

Cost: ?

Fae Gardens can be build on enchanted (level 2+) map tiles regardless of terrain. (What about fae race?[1])

If that map tile has a hex condition, the values differ.

Note: I never had a Fae Garden, so if you want to add that, be my guest[1]

### Shrine[1]

2000 Gold, 100 Lumber, 50 Granite, 20 Marble

Note, that to perform offerings to deities, you need shrines for that particular deity. Shrines in Wizard Towers are unspecific and can offer to any deity.

### Minor Mana Node[1]

Default binding cost 100. Mana income 1. Drain amount:

### Small Mana Node[1]

Default binding cost 250. Mana income 3. Drain amount:

### Medium Mana Node[1]

Default binding cost 450. Mana income 6. Drain amount:

### Large Mana Node[1]

Default binding cost 750. Mana income 12. Drain amount:

### Massive Mana Node[1]

Default binding cost 950. Mana income 18. Drain amount:

Note that Mana Nodes may spread hex conditions.

[1]: Clarification needed
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