[] Open Arkologies (Stage 2)
Having finished the basic layout of the Capital, work can begin on incorporating the massive surrounding region and oceanside, with towers and connected waterways above and underneath the surface planned and dug. Thousands of houses and dozens of districts will be needed to be designed, with a mindboggling amount of seeds and earth requiring transportation to their intended destinations. In addition, parks, schools, clinics, churches, sports venues, and all other civilian infrastructure needs to be constructed to allow an adequate living quality to be maintained. Additionally, hotels, casinos, entertainment districts, and every manner of sanctioned recreational activity will be required to cater to soon-to-be arriving nobility, functionaries, and other assorted VIPs.
(+4 Money per Turn, +6 Food per Turn, +5 People per Turn (338/1173))
[] Villages and Townships (Stage 5)
These expanded communities will have access to all possible accommodations a citizen will reasonably require and enough space to ensure the internal growth can cover any additional luxuries that could be wanted. However, due to the cenotes underneath our feet, we should stabilize existing settlements first.
(-28 Metal, -4 Promethium per Turn, +20 People, +4 Power, +6 Money per Turn, +5 Food per Turn (10/1173))
[] Archipelago Townships (Stage 1)
Having completed the Swiftwater Port, efforts into creating towns, villages, and outposts in various Momi-Archipelagos can commence the moment resources are allocated to this effort. These locations will be vital in supplying and supporting native wet-navy capabilities, with aquaculture and industrial focuses on the area. However, several pumps and ferries need to have several components replaced before continuing the expansion, as getting attacked by a leviathan isn't anyone's idea of fun.
(-5 Metal, +3 People, -4 Promethium per Turn, +1 People per Turn, (0/345))
[] Gardens And Parks (Stage 1)
The beauty of our world can be watched everywhere people walk in our cities and towns. Yet, some wish for manicured gardens and parks specialized in specific plants or animals and centered around themes and packages crafted for every taste. So, let us lay the foundations for gardens that will awe even the most ornery bureaucrat.
(-5 Money, -10 Metal, -5 Food, -1 Power, -1 People, +5 Money and +5 Food per Turn once Pleasure World Status is reached (0/403))
[] Casino Complexes (Stage 1)
Where there is money, there are those who want more, no matter the costs or the way. And the way you'll be able to satisfy this desire and greed will also be the way you'll be taking it away from the fools who participate. Cards, slots, machines, betting on sports, races, happenings, and more, all while everything is rigged to siphon as much money out of the nobles and merchants as possible. After all, the house always wins.
(-50 Money, -8 Metal, -45 Food, -6 Power, -3 People. +75 Money per Turn Money per Turn once Pleasure World Status is reached (0/523))
[] Luxury Entertainment Complexes (Stage 1)
What is life with a bed without any warmth, a show where nothing happens, or no sense of danger in the fun of combat? Bring drama to the tourists, pleasure into their rooms, and give them thrills they'll never get while cooped up in their spires of gold and adamantium.
(-18 Metal, -2 Advanced Machinery, -5 Power, -4 People, -4 Promethium per Turn, +27 Money per Turn once Pleasure World Status is reached (0/766))
[] Settlement Stabilization Measure (Stage 2)
It has taken bold action, blood, sweat, and such a concerning amount of overtime that HR is crawling up our asses, but the worst of the worst has been successfully averted! With our villages and outposts now not in imminent danger of collapsing as soon as someone pokes at the ground with an explosive, we can begin to install permanent solutions in a rollout zone from population centers and essential infrastructure and industry areas.
(-12 Money, -8 Metal, -2 Advanced Machinery, -11 Promethium, -3 Power, -1 People, -2 Money per Turn, -4 Metal per Turn, +2 Morale (141/300))
[] Swiftwater Port (Stage 2)
Having completed the rudimentary layout of the Swiftwater port, work can begin expanding the slipways, maintenance bays, and harbor to service larges hips like destroyers, ferries, and exploration vessels to allow for in-depth study of the various archipelago on Momi. With the recent discovery of how some of our equipment agitated leviathans, several component lines need to be stopped and replaced with variations that won't act as a giant beacon for the colossal monsters to eat our crews.
(-5 Metal, -2 Metal per Turn, -3 Promethium per Turn, -2 Power (80/518))
[] Road Network (Stage 2)
Connecting your various installations on the continent will be vital in their stable operation, supply, and moving the produced resources. Having laid the first road and track lines, it is now time to expand the overutilized sections while adding new secondary lines to allow better traffic flow in congested areas.
(-3 Metal, -2 Power, -2 Promethium per Turn (84/403))
[] Civilian Shallow Cenote Tunnel Networks (Stage 1)
The recently uncovered tunnels may prove to be a curse for stability, but they are a blessing for everything else! In this case, creating roads and train stations for civilian use will ensure that our people can evacuate or move wherever needed or flee even with ground side bombardments. It would also allow faster transport in the shallow industrial portions of the cenotes.
(-5 Metal, -6 Power, -1 People, -2 Power per Turn (0/552))
[] Schooling And Education (Stage 2)
A few schools do not make an educational system. Likewise, so too does having more than eighty percent of your population, which is supposed to be within these schools, outside of the same due to not enough space present. Therefore, it is time to start on the long and arduous path to change the current state of affairs. With a crash build of prepared materials, we expect to have enough capacity to fully educate half of our current population. After that, however, we will hit a soft ceiling as most of our educated educational personnel will be utilized fully at that point.
(-2 Money per Turn (72/431))
[] Medical Clinics (Stage 3)
The expansion of several clinics, hospitals, and healthcare facilities has seen a sharp reduction in fatalities from injuries and lack of medical care or the inadequacy thereof. Yet, we have to continue to push past the current system's limitations, as while people can now reliably be treated for any number of minor injuries, anything more significant will result in enormous queues for waiting, increased chances of death, and the risk of limbs.
(-17 Money, -13 Metal, -9 Power, -4 People, -5 Money per Turn, +3 People per Turn (156/719))
[] Sanitation And Hygiene Infrastructure (Stage 2)
Reserves of freshwater, extensive treatment facilities guarded by machine and faith alike to stave off any siege, and dozens of minor preparations for building all manner of extensions to the colony will ensure that disease cannot harm the faithful.
(-3 Metal, -2 Power, -1 People, +1 Morale (106/403))
[] Voidport (Stage 1)
A voidport is a massive structure requiring Metal, Promethium, and Power in excess, while legions of workers keep everything running smoothly. Yet, without convenient access to your markets and resources, many traders will likely not visit as often as you'd wish.
(-30 Metal, -12 Power, -8 Promethium per Turn (0/1725))
[] Shrines And Churches (Stage 2)
While small places of worship and shrines are right and proper for any Imperial World, they leave a lot to be desired for festivals and ceremonies. A general expansion to all existing places, along with the sanctification of additional churches, will allow almost all of our people to attend sermons personally.
(-7 Metal, -3 Power, -4 Promethium per Turn, +4 Morale (116/288))
[] Administratum Headquarters (Stage 2)
Cogitators are the lifeblood of all Administratum workers. They ensure that the numbers are correct, the files sorted, and no mistake unassigned to the one that made them. Ordering and installing several thousand specialized Cogitation Towers will be very costly but needed to avoid the bloat in personnel many other worlds see.
(-20 Money, -2 Metal, -4 Advanced Machinery, -8 Power, gain Dice (148/638))
[] Shallow Cenote Shelters (Stage 1)
The recently uncovered tunnels may prove to be a curse for stability, but they are a blessing for everything else! In this case, shelters allow civilians to flee any devastations from natural disasters or invading armies.
(-25 Metal, -50 Food, -12 Power, -10 Promethium per Turn, -8 Food per Turn, +6 Morale (0/2875))