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

How to make money as Lizardmen

Lizardmen's fastest-paying building in Total War: Warhammer III is the Gem Mineshaft (Gem Mining, level 1): 500 gold for +200 gold a turn, its cost back in 2.5 turns once built. The most gold from one building slot is the Gemcutter's Workshop at +500 a turn (3,500 gold to build the chain that far, back in 7 turns). 39 Lizardmen 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. 1Gem MineshaftGem Mining 1 · 500 gold → +200 a turn · Region with the resource2.5turns
  2. 2Gold Mining PitGold Mining 1 · 500 gold → +200 a turn · Region with the resource2.5turns
  3. 3Kroxigor Labour DistrictIndustry 3 · 1,500 gold → +450 a turn · Any settlement3.3turns
  4. 4Iron Mining PitIron Mining 1 · 500 gold → +100 a turn · Region with the resource5turns
  5. 5Obsidian QuarryObsidian Quarry 1 · 500 gold → +100 a turn · Region with the resource5turns
  6. 6SawyerMarble Quarry 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. 1Gemcutter's WorkshopGem Mining 3 · 2,000 gold → +500 a turn · Region with the resource+500a turn
  2. 2Gold SmelterGold Mining 3 · 2,000 gold → +500 a turn · Region with the resource+500a turn
  3. 3Kroxigor Labour DistrictIndustry 3 · 1,500 gold → +450 a turn · Any settlement+450a turn
  4. 4Temple-PortPort 3 · 3,000 gold → +300 a turn · Port settlement+300a turn
  5. 5Iron SmelterIron Mining 3 · 2,000 gold → +200 a turn · Region with the resource+200a turn
  6. 6Obsidian Amulet CarverObsidian Quarry 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 Lizardmen building that makes gold (39)

#
1Gem MineshaftGem Mining150032002.50—5.50Region with the resource
2Gold Mining PitGold Mining150032002.50—5.50Region with the resource
3Gem MineGem Mining21,00043502.906.706.90Region with the resource
4Gold MineGold Mining21,00043502.906.706.90Region with the resource
5Skink FavelasIndustry150011503.30—4.30Any settlement
6Skink BarriosIndustry21,00023003.306.705.30Any settlement
7Kroxigor Labour DistrictIndustry31,50034503.30106.30Any settlement
8Gemcutter's WorkshopGem Mining32,0005500413.309Region with the resource
9Gold SmelterGold Mining32,0005500413.309Region with the resource
10Iron Mining PitIron Mining150031005—8Region with the resource
11SawyerMarble Quarry150021005—7Region with the resource
12Obsidian QuarryObsidian Quarry150021005—7Region with the resource
13Iron MinesIron Mining21,00041506.702010.70Region with the resource
14Marble QuarryMarble Quarry21,00031506.70209.70Region with the resource
15Obsidian Trinket MakerObsidian Quarry21,00031506.70209.70Region with the resource
16Pliodon LandingPort175037510—13Port settlement
17Ancient HarbourPort21,5005150102015Port settlement
18Temple-PortPort33,0007300102017Port settlement
19Cinnabar Mining PitDye Production150025010—12Region with the resource
20Cinnabar MineDye Production21,0003100102013Region with the resource
21Iron SmelterIron Mining32,0005200104015Region with the resource
22Stone Mason's WorkshopMarble Quarry32,0004200104014Region with the resource
23Obsidian Amulet CarverObsidian Quarry32,0004200104014Region with the resource
24Grazing PasturesPastures150025010—12Region with the resource
25Livestock PensPastures21,0003100102013Region with the resource
26Clay PitPottery Production150025010—12Region with the resource
27Pottery MakerPottery Production21,0003100102013Region with the resource
28Spice MarketSpice Trading150025010—12Region with the resource
29Spice Trading PostSpice Trading21,0003100102013Region with the resource
30Fruit Draft CompressorsOrchards150025010—12Region with the resource
31Fruit Draft StorageOrchards21,0003100102013Region with the resource
32Logging CampWoodlands150025010—12Region with the resource
33Foresters' BarriosWoodlands21,0003100102013Region with the resource
34DyemakerDye Production32,000415013.304017.30Region with the resource
35Hothouse HatcheryPastures32,000415013.304017.30Region with the resource
36KilnsPottery Production32,000415013.304017.30Region with the resource
37Eastern BazaarSpice Trading32,000415013.304017.30Region with the resource
38Fruit Libation FactorOrchards32,000415013.304017.30Region with the resource
39Bastiladon Lumber CarriersWoodlands32,000415013.304017.30Region 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.

#
1Coldblood CommuneProvince Capital11,000—100—
2Lizardmen CommuneMinor Settlement11,000—100—
3Temple-PrecinctProvince Capital22,000115040
4Lizardmen PlazaMinor Settlement22,000115040
5Holy ZigguratProvince Capital34,000220080
6Holy ZigguratMinor Settlement34,000220080
7Temple-CityProvince Capital48,0004250160
8Temple-NexusProvince 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.

#
1LodestoneAnnex1,5008%——1,875
2Stone MarkerAnnex1,0005%——2,000
3Geomantic PylonGeomantic Web2,0008%——2,500
4Geomantic SpireGeomantic Web3,00010%——3,000
5Geomantic LocusGeomantic Web4,00012%——3,333
6Star ChamberSlann3,0005%——6,000
7Temple of the Old OnesReverence of the Old Ones5,0008%——6,250
8Shrine of the Old OnesReverence of the Old Ones3,0004%——7,500
9Ziggurat of the Old OnesReverence of the Old Ones10,00012%——8,333

Every level's full effects: Lizardmen buildings.