Yip. Not what you are talking about?
I'm sorry, is that a yes or a no? I'll assume you're talking about what I referred to, "land constr. capa." or "naval constr. capa."
Orso listed an explanation in this post:
viewtopic.php?f=368&t=43737&hilit=construction+capabilityI can flesh it out a little more, but it won't help much. This is only with regard to CW2; I don't know about the other games. The text in game comes from a string description for values in the structure file. They're defined in LocalStrings__AGE.csv (truncated value shown below)
strBuildWeightLand;Land Constr. Capa.
strBuildWeightNav;Naval Constr. Capa.
BuildWeightLand and BuildWeightNav are values in the structure files. AFAIK, they are only given non-zero, integer values if the structure is related to building units. Here's the values for city, harbor, and gold mine structures:
city
BuildWeightLand = 3
BuildWeightNaval = 0
harbor
BuildWeightLand = 0
BuildWeightNaval = 5
gold mine
BuildWeightLand = 0
BuildWeightNaval = 0
The value in game will go up as the level of the structure increases, but I don't understand the way it increases. A level 2 city has a BuildWeightLand value of 5, and a level 3 city has a BuildWeightLand value of 6. The level 20 cities in NYC and Philadelphia have BuildWeightLand values of 24. Go figure.
Recruiting depots are BuildWeightLand = 50, etc. Since there can be multiple structures in a region that have a non-zero BuildWeightX, I suspect it sums them up to give a total for the region. If I understand correctly what Orso posted, higher numbers would seem to me to indicate higher weight for building land units. I don't know if that directly corresponds to element/unit weight. Orso's post indicates the value is displayed to the user even if the game isn't using it to compute anything else. One of the developers or maybe a beta tester could tell you if they are actually used in CW2. If none of those are forthcoming, you could always test it by backing up your structures folder and then setting all the BuildWeightNaval values to zero. If CW2 is actively using that to compute what size unit can be built in what region, a zero value would prevent any naval units from being built, or at least naval units that have weight.
If that wasn't you were referring to, I apologize for a superfluous explanation.