✴ Build a Vessel in the C.C. Region (required Building needed). Building a Vessel is the same as Recruiting a Vessel (Capital Action: Recruit), except a Build Action is used.
✴ Build a new Building on the C.C. Board
✴ Upgrade the Capital City to the Next Level
✴ Build a Tower
Pay 3 Ore and then move a Serf from the Courtyard, placing it onto the Building's Worker Space. This indicates that it is built and that you can use the lowest of that Building's 3 abilities. You may also now Recruit/Build the associated Hero/Vessel. You have access to its higher abilities as your Capital grows (1 additional ability per level).
For example, paying 3 Ore and using a Serf to build the Sea Dock will allow you to start unlocking the Sea Dock's abilities, as well as allow you to gain the Galleon (the Human Sea Vessel) in a future Action Phase.
Each Building unlocks new abilities as the Capital upgrades. The Serf used to build the Building MUST stay on this Worker Space for the remainder of the game and cannot be used in any other action, nor can it be destroyed or sacrificed. Each completed Building is worth at the end of the game and each Serf occupying a building Worker Space still offers its when defending your Capital City Region (see Battling).
Pay the Resources listed in the next level’s banner on the C.C. Board. To signify the new level, stack the next smaller C.C. Construct from the supply on top of the existing C.C. Construct.
For example, with a Capital City Lv.1, you pay 4 Ore, 4 Mana, and 4 Food to upgrade your C.C. to Lv.2, then place the second C.C. Construct on top of your Lv.1 Capital on the gameboard.
Upgraded Capitals unlock new abilities with Buildings and Heroes, as listed on the C.C. Board and Hero Cards. It also increases the C.C.'s Strength (), how many Towers, Spell Cards in their Spell Library, and Scribed Spell Cards a player can have, and the the Capital City is worth at endgame.
A player may build a Tower in a Land Region where they have a Serf present. The cost of building a Tower is 1 Ore for EACH Land Region away from the Capital City the target Region is — that is, the minimum number of Land Regions it would take a Unit to March there (see Command Action - March).
When a Tower is built, reveal, but do not resolve, all the face-down Land Exploration Tokens in the Land Regions adjacent to the Tower that are on the same Continent as the Tower. The tokens are resolved when another Unit enters those Regions.
Unlike when building a Building, the Serf is not required to stay in that Region; it is treated as a normal Unit.
For example, you use a Serf in the Mountains Region above to build a Tower. Counting the Land Regions away from their C.C. comes out to 4 Regions (Ferry Routes make Land Regions adjacent; see Ferry Routes, pg.9). Pay 4 Ore and place a Tower into this Region, and then reveal the face-down Exploration Tokens in all adjacent Land Regions on the same Continent.
A player with a Lv.1 Capital City may only build 1 Tower. As the C.C. is upgraded, more Towers may be built, 1 additional Tower per Level (listed on the C.C. Board). Players are also limited to building only 1 Tower on each continent (in 2-player games, a player may have 2 Towers on 1 Continent). Multiple Factions’ Towers may occupy the same continent. A Tower may never be built in the same space as a Capital City Construct. Towers have a Natural Strength of and may not move once built. They are each worth per Land Region away from that player's C.C. at the end of the game.