How to make money as Chaos Dwarfs
Chaos Dwarfs's fastest-paying building in Total War: Warhammer III is the Money Pit (Scavengers' Hovel, level 1): 750 gold for +150 gold a turn, its cost back in 5 turns once built. The most gold from one building slot is the Goldsmiths' Guild Hall at +500 a turn (9,500 gold to build the chain that far, back in 19 turns). 15 Chaos Dwarfs building levels make flat income, patch 9.0.4.
Fastest payback
Turns of income to earn the building's cost back (each chain's fastest level).
- 1
Money PitScavengers' Hovel 1 · 750 gold → +150 a turn · Any settlement5turns - 2
Goldsmiths' Guild HallGold Mining 3 · 5,000 gold → +500 a turn · Region with the resource10turns - 3
Animal StoreIvory 1 · 1,500 gold → +100 a turn · Region with the resource15turns - 4
Blood Rock Strip MineDye Production 1 · 1,500 gold → +100 a turn · Region with the resource15turns - 5
Spice Trading PostSpice Trading 1 · 1,500 gold → +100 a turn · Region with the resource15turns
Most gold per building slot
Income of each chain's top level; the line shows that level's own cost.
- 1
Goldsmiths' Guild HallGold Mining 3 · 5,000 gold → +500 a turn · Region with the resource+500a turn - 2
Treasure TroveScavengers' Hovel 3 · 2,500 gold → +250 a turn · Any settlement+250a turn - 3
Dye-MakerDye Production 3 · 5,000 gold → +200 a turn · Region with the resource+200a turn - 4
Eastern BazaarSpice Trading 3 · 5,000 gold → +200 a turn · Region with the resource+200a turn - 5
Tusk CompoundIvory 3 · 5,000 gold → +200 a turn · Region with the resource+200a turn
- Base values: technologies, lord skills, commandments, campaign difficulty and faction effects that change income or building costs are not counted.
- Percentage boosts (“+4% income from all buildings in the province”, “+20% (local region)”) are not in the payback: they depend on the buildings they boost. They are listed below with the income those buildings need to make.
- Conditional income (“When Control is 75 or more”, “When enemy Lord is present”…) is not counted; listed below in the game's words.
- Resource buildings need a region with that resource; ports need a port settlement. A slot can hold one building, so late in a campaign gold per slot matters more than payback.
Every Chaos Dwarfs building that makes gold (15)
| # | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Money Pit | Scavengers' Hovel | 1 | 750 | 2 | 150 | 5 | — | 7 | Any settlement |
| 2 | Locked Stores | Scavengers' Hovel | 2 | 1,500 | 4 | 200 | 7.50 | 30 | 11.50 | Any settlement |
| 3 | Treasure Trove | Scavengers' Hovel | 3 | 2,500 | 6 | 250 | 10 | 50 | 16 | Any settlement |
| 4 | Gold Mine | Gold Mining | 1 | 1,500 | 2 | 150 | 10 | — | 12 | Region with the resource |
| 5 | Gold Smelter | Gold Mining | 2 | 3,000 | 4 | 300 | 10 | 20 | 14 | Region with the resource |
| 6 | Goldsmiths' Guild Hall | Gold Mining | 3 | 5,000 | 6 | 500 | 10 | 25 | 16 | Region with the resource |
| 7 | Blood Rock Strip Mine | Dye Production | 1 | 1,500 | 2 | 100 | 15 | — | 17 | Region with the resource |
| 8 | Animal Store | Ivory | 1 | 1,500 | 2 | 100 | 15 | — | 17 | Region with the resource |
| 9 | Spice Trading Post | Spice Trading | 1 | 1,500 | 2 | 100 | 15 | — | 17 | Region with the resource |
| 10 | Cinnabar Mine | Dye Production | 2 | 3,000 | 4 | 150 | 20 | 60 | 24 | Region with the resource |
| 11 | Tusk Market | Ivory | 2 | 3,000 | 4 | 150 | 20 | 60 | 24 | Region with the resource |
| 12 | Spice Market | Spice Trading | 2 | 3,000 | 4 | 150 | 20 | 60 | 24 | Region with the resource |
| 13 | Dye-Maker | Dye Production | 3 | 5,000 | 6 | 200 | 25 | 100 | 31 | Region with the resource |
| 14 | Tusk Compound | Ivory | 3 | 5,000 | 6 | 200 | 25 | 100 | 31 | Region with the resource |
| 15 | Eastern Bazaar | Spice Trading | 3 | 5,000 | 6 | 200 | 25 | 100 | 31 | Region with the resource |
Main building levels
Settlement upgrades make gold too, but they also cost growth (population surplus) and open building slots, so payback alone undersells them. Province capitals and minor settlements are separate chains.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Outpost | Outpost | 1 | 1,500 | — | 50 | — |
| 2 | Overseers' Camp | Outpost | 2 | 4,000 | — | 100 | 80 |
| 3 | Overseers' Tower | Outpost | 3 | 7,500 | — | 150 | 150 |
Conditional income
Money Pit (Scavengers' Hovel 1): +50 a turn — When technology "Extended Shifts" researched
Locked Stores (Scavengers' Hovel 2): +50 a turn — When technology "Extended Shifts" researched
Treasure Trove (Scavengers' Hovel 3): +50 a turn — When technology "Extended Shifts" researched
Every level's full effects: Chaos Dwarfs buildings.