Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

How to make money as High Elves

High Elves's fastest-paying building in Total War: Warhammer III is the Gold Mining Pit (Gold Mining, level 1): 1,000 gold for +300 gold a turn, its cost back in 3.3 turns once built. The most gold from one building slot is the Mint at +600 a turn (6,000 gold to build the chain that far, back in 10 turns). 14 High Elves 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. 1Gold Mining PitGold Mining 1 · 1,000 gold → +300 a turn · Region with the resource3.3turns
  2. 2Elven FairgroundIndustry 3 · 2,000 gold → +300 a turn · Any settlement6.7turns
  3. 3HarbourPort 2 · 4,000 gold → +300 a turn · Port settlement13.3turns
  4. 4AmphitheatreEntertainment 5 · 5,000 gold → +240 a turn · Any settlement20.8turns

Most gold per building slot

Income of each chain's top level; the line shows that level's own cost.

  1. 1MintGold Mining 3 · 3,000 gold → +600 a turn · Region with the resource+600a turn
  2. 2SeaportPort 3 · 8,000 gold → +500 a turn · Port settlement+500a turn
  3. 3Elven FairgroundIndustry 3 · 2,000 gold → +300 a turn · Any settlement+300a turn
  4. 4AmphitheatreEntertainment 5 · 5,000 gold → +240 a turn · Any settlement+240a turn
COMPUTEDIncome = the level's flat gold per turn (the game's “Income generated” effects on the building itself, table building_effects_junction) minus its upkeep (building_levels.upkeep_cost). Payback = cost (create_cost) ÷ income. Upgrade payback = the level's cost ÷ the income it adds over the level below. “Gold back by turn” = build turns (create_time) + payback, counted from the order. Chain total = every level's cost up to this one, and its payback = that total ÷ income. Patch 9.0.4.
ASSUMPTIONS
  • 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 High Elves building that makes gold (14)

#
1Gold Mining PitGold Mining11,00023003.30—5.30Region with the resource
2Gold MineGold Mining22,00034504.4013.307.40Region with the resource
3MintGold Mining33,00046005209Region with the resource
4Elven FairgroundIndustry32,00033006.70209.70Any settlement
5Elven ArtisanIndustry21,50022007.50159.50Any settlement
6Elven CraftsmanIndustry11,000110010—11Any settlement
7HarbourPort24,000430013.302017.30Port settlement
8SeaportPort38,0006500164022Port settlement
9DocksPort12,000210020—22Port settlement
10PromenadeEntertainment32,500312020.8083.3023.80Any settlement
11AmphitheatreEntertainment55,000524020.8083.3025.80Any settlement
12ColonnadeEntertainment22,00029022.2066.7024.20Any settlement
13TheatreEntertainment44,000418022.2066.7026.20Any settlement
14PlazaEntertainment11,50016025—26Any settlement

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.

#
1HamletProvince Capital11,200—100—
2HamletMinor Settlement11,000—100—
3HavenProvince Capital22,500115050
4HavenMinor Settlement22,500115050
5TowerProvince Capital35,0002200100
6TowerMinor Settlement35,0002200100
7CitadelProvince Capital410,0004250200
8TorProvince Capital520,0005300400

Conditional income

Every level's full effects: High Elves buildings.