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

How to make money as Kislev

Kislev's fastest-paying building in Total War: Warhammer III is the Grand Market (Trade District, level 3): 2,000 gold for +800 gold a turn, its cost back in 2.5 turns once built. The most gold from one building slot is the Merchant Guildhall at +1,200 a turn (11,500 gold to build the chain that far, back in 9.6 turns). 64 Kislev 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. 1Grand MarketTrade District 3 · 2,000 gold → +800 a turn · Any settlement2.5turns
  2. 2Gem MineGem Mining 2 · 1,000 gold → +400 a turn · Region with the resource2.5turns
  3. 3Gold MineGold Mining 2 · 1,000 gold → +400 a turn · Region with the resource2.5turns
  4. 4Trade QuorumMarkets 3 · 1,500 gold → +300 a turn · Any settlement5turns
  5. 5Animal StoreTusks 1 · 500 gold → +100 a turn · Region with the resource5turns
  6. 6Brine Mining PansSaltmaking 1 · 500 gold → +100 a turn · Region with the resource5turns

Most gold per building slot

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

  1. 1Merchant GuildhallTrade District 5 · 4,000 gold → +1,200 a turn · Any settlement+1,200a turn
  2. 2Gemcutter's WorkshopGem Mining 3 · 2,000 gold → +600 a turn · Region with the resource+600a turn
  3. 3Gold SmelterGold Mining 3 · 2,000 gold → +600 a turn · Region with the resource+600a turn
  4. 4SeaportPort 3 · 6,000 gold → +500 a turn · Port settlement+500a turn
  5. 5CaravansMarkets 5 · 2,500 gold → +400 a turn · Any settlement+400a turn
  6. 6Alchemy WorkshopMedicine Production 3 · 2,000 gold → +200 a turn · Region with the resource+200a 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 Kislev building that makes gold (64)

#
1StallTrade District11,00024002.50—4.50Any settlement
2MarketTrade District21,50036002.507.505.50Any settlement
3Grand MarketTrade District32,00048002.50106.50Any settlement
4Gem MineshaftGem Mining150022002.50—4.50Region with the resource
5Gem MineGem Mining21,00034002.5055.50Region with the resource
6Gold Mining PitGold Mining150022002.50—4.50Region with the resource
7Gold MineGold Mining21,00034002.5055.50Region with the resource
8Dwarfen DistrictTrade District43,00051,0003158Any settlement
9Merchant GuildhallTrade District54,00061,2003.30209.30Any settlement
10Gemcutter's WorkshopGem Mining32,00046003.30107.30Region with the resource
11Gold SmelterGold Mining32,00046003.30107.30Region with the resource
12FarmsteadFarms12501505—6Any settlement
13Stud FarmFarms250021005107Any settlement
14Exotic Animal TamerExotic Animals150011005—6Region with the resource
15Cinnabar Mining PitDye Production150011005—6Region with the resource
16Iron Mining PitIron Mining150021005—7Region with the resource
17Animal StoreTusks150011005—6Region with the resource
18SawyerMarble Quarry150011005—6Region with the resource
19Herb Gatherer's CampMedicine Production150011005—6Region with the resource
20Obsidian QuarryObsidian Quarry150011005—6Region with the resource
21Grazing PasturesPastures150011005—6Region with the resource
22Clay PitPottery Production150011005—6Region with the resource
23Brine Mining PansSaltmaking150011005—6Region with the resource
24Spice MarketSpice Trading150011005—6Region with the resource
25OrchardsOrchards150011005—6Region with the resource
26Woodman's HutWoodlands150011005—6Region with the resource
27Market SquareMarkets150011005—6Any settlement
28Merchant TradersMarkets21,00022005107Any settlement
29Trade QuorumMarkets31,50033005158Any settlement
30Farm EstateFarms380031505.30168.30Any settlement
31RoadsMarkets42,00043505.70409.70Any settlement
32CaravansMarkets52,50054006.305011.30Any settlement
33Exotic Animal PenExotic Animals21,00021506.70208.70Region with the resource
34Cinnabar MineDye Production21,00021506.70208.70Region with the resource
35Iron MinesIron Mining21,00031506.70209.70Region with the resource
36Tusk MarketTusks21,00021506.70208.70Region with the resource
37Marble QuarryMarble Quarry21,00021506.70208.70Region with the resource
38Exotic HothouseMedicine Production21,00021506.70208.70Region with the resource
39Obsidian Trinket MakerObsidian Quarry21,00021506.70208.70Region with the resource
40Livestock PensPastures21,00021506.70208.70Region with the resource
41Pottery MakerPottery Production21,00021506.70208.70Region with the resource
42Brine Mining BasinSaltmaking21,00021506.70208.70Region with the resource
43Spice Trading PostSpice Trading21,00021506.70208.70Region with the resource
44VineyardOrchards21,00021506.70208.70Region with the resource
45Timber MillWoodlands21,00021506.70208.70Region with the resource
46HarbourPort23,0004300101514Port settlement
47Exotic Animal MarketExotic Animals32,0003200104013Region with the resource
48DyemakerDye Production32,0003200104013Region with the resource
49Iron SmelterIron Mining32,0004200104014Region with the resource
50Tusk CompoundTusks32,0003200104013Region with the resource
51Stone Mason's WorkshopMarble Quarry32,0003200104013Region with the resource
52Alchemy WorkshopMedicine Production32,0003200104013Region with the resource
53Obsidian Amulet CarverObsidian Quarry32,0003200104013Region with the resource
54Cattle RanchPastures32,0003200104013Region with the resource
55KilnsPottery Production32,0003200104013Region with the resource
56SaltworksSaltmaking32,0003200104013Region with the resource
57Eastern BazaarSpice Trading32,0003200104013Region with the resource
58VintnerOrchards32,0003200104013Region with the resource
59LumberyardWoodlands32,0003200104013Region with the resource
60SeaportPort36,0006500123018Port settlement
61AnchoragePort11,500210015—17Port settlement
62Eerie WoodsHaunted Forest12,50027533.30—35.30Any settlement
63Haunted ForestHaunted Forest36,00051254824053Any settlement
64Silent GroveHaunted Forest25,00041005020054Any 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.

#
1Erengrad (Village)Erengrad11,000—100—
2Kislev (Nascent City)Kislev11,000—100—
3Praag (Cursed City)Praag11,000—100—
4VillageProvince Capital11,000—100—
5VillageMinor Settlement11,000—100—
6Erengrad (Stanitsa)Erengrad22,000120020
7Kislev (Developing City)Kislev22,000120020
8Praag (Dying City)Praag22,000120020
9StanitsaProvince Capital22,000115040
10StanitsaMinor Settlement22,000115040
11Erengrad (Town)Erengrad34,000230040
12Kislev (City)Kislev34,000230040
13Praag (Rebuild City)Praag34,000230040
14TownProvince Capital34,000220080
15TownMinor Settlement34,000220080
16Erengrad (City)Erengrad48,000440080
17Kislev (Trade City)Kislev48,000440080
18Praag (City)Praag48,000440080
19CityProvince Capital48,0004250160
20Erengrad (Council-City)Erengrad516,0005500160
21Kislev (Impenetrable City)Kislev516,0005500160
22Praag (Bastion of the North)Praag516,0005500160
23Council-CityProvince Capital516,0005300320

Percentage income boosts

These add a share to other buildings' income: the province's, every region's you own, or the local region's (the region the building stands in). One pays back in 10 turns when the buildings it boosts make cost ÷ (10 × share) gold a turn — the last column.

#
1CourthouseIce Court5002%——2,500
2Provincial CourthouseIce Court1,5005%——3,000
3Grand CourthouseIce Court1,0003%——3,333
4Court of the MotherlandIce Court District3,0007%——4,286
5SmitheryConstruction Halls5,000——10%5,000
6CourthouseIce Court District1,0002%——5,000
7Grand CourthouseIce Court District1,5003%——5,000
8ToolmakerConstruction Halls3,000——5%6,000

Every level's full effects: Kislev buildings.