How to make money as Norsca
Norsca's fastest-paying building in Total War: Warhammer III is the Cultist Camp (Gold) (Gold Mine, level 1): 750 gold for +300 gold a turn, its cost back in 2.5 turns once built. The most gold from one building slot is the Cultist Camp (Gold) at +300 a turn (750 gold to build the chain that far, back in 2.5 turns). 24 Norsca 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
Cultist Camp (Gold)Gold Mine 1 · 750 gold → +300 a turn · Region with the resource2.5turns - 2
Beast TannerSlaves 2 · 1,000 gold → +160 a turn · Any settlement6.3turns - 3
Cultist Camp (Animals)Beast Pens 1 · 750 gold → +100 a turn · Region with the resource7.5turns - 4
Cultist Camp (Dyes)Tattooist 1 · 750 gold → +100 a turn · Region with the resource7.5turns - 5
Cultist Camp (Furs)Tanner's Workshop 1 · 750 gold → +100 a turn · Region with the resource7.5turns - 6
Cultist Camp (Gems)Gemstone Quarry 1 · 750 gold → +100 a turn · Region with the resource7.5turns
Most gold per building slot
Income of each chain's top level; the line shows that level's own cost.
- 1
Cultist Camp (Gold)Gold Mine 1 · 750 gold → +300 a turn · Region with the resource+300a turn - 2
Cultist Camp (Animals)Beast Pens 1 · 750 gold → +100 a turn · Region with the resource+100a turn - 3
Cultist Camp (Dyes)Tattooist 1 · 750 gold → +100 a turn · Region with the resource+100a turn - 4
Cultist Camp (Furs)Tanner's Workshop 1 · 750 gold → +100 a turn · Region with the resource+100a turn - 5
Cultist Camp (Gems)Gemstone Quarry 1 · 750 gold → +100 a turn · Region with the resource+100a turn - 6
Cultist Camp (Medicine)Healer's Tent 1 · 750 gold → +100 a turn · Region with the resource+100a 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 Norsca building that makes gold (24)
| # | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Cultist Camp (Gold) | Gold Mine | 1 | 750 | 1 | 300 | 2.50 | — | 3.50 | Region with the resource |
| 2 | Fur Stash | Slaves | 1 | 500 | 1 | 80 | 6.30 | — | 7.30 | Any settlement |
| 3 | Beast Tanner | Slaves | 2 | 1,000 | 2 | 160 | 6.30 | 12.50 | 8.30 | Any settlement |
| 4 | Cultist Camp (Dyes) | Tattooist | 1 | 750 | 1 | 100 | 7.50 | — | 8.50 | Region with the resource |
| 5 | Cultist Camp (Animals) | Beast Pens | 1 | 750 | 1 | 100 | 7.50 | — | 8.50 | Region with the resource |
| 6 | Cultist Camp (Furs) | Tanner's Workshop | 1 | 750 | 1 | 100 | 7.50 | — | 8.50 | Region with the resource |
| 7 | Cultist Camp (Gems) | Gemstone Quarry | 1 | 750 | 1 | 100 | 7.50 | — | 8.50 | Region with the resource |
| 8 | Cultist Camp (Tusks) | Ivory Carver | 1 | 750 | 1 | 100 | 7.50 | — | 8.50 | Region with the resource |
| 9 | Cultist Camp (Medicine) | Healer's Tent | 1 | 750 | 1 | 100 | 7.50 | — | 8.50 | Region with the resource |
| 10 | Cultist Camp (Pasture) | Pastures | 1 | 750 | 1 | 100 | 7.50 | — | 8.50 | Region with the resource |
| 11 | Cultist Camp (Pottery) | Pottery Workshop | 1 | 750 | 1 | 100 | 7.50 | — | 8.50 | Region with the resource |
| 12 | Cultist Camp (Salt) | Salt Mines | 1 | 750 | 1 | 100 | 7.50 | — | 8.50 | Region with the resource |
| 13 | Cultist Camp (Spices) | Kitchens | 1 | 750 | 1 | 100 | 7.50 | — | 8.50 | Region with the resource |
| 14 | Cultist Camp (Wood) | Lumber Camp | 1 | 750 | 1 | 100 | 7.50 | — | 8.50 | Region with the resource |
| 15 | Cultist Camp (Wine) | Meadery | 1 | 750 | 1 | 100 | 7.50 | — | 8.50 | Region with the resource |
| 16 | Iron Mine | Iron Mine | 1 | 750 | 1 | 100 | 7.50 | — | 8.50 | Region with the resource |
| 17 | Marble Quarry | Marble Quarry | 1 | 750 | 1 | 100 | 7.50 | — | 8.50 | Region with the resource |
| 18 | Obsidian Quarry | Obsidian Quarry | 1 | 750 | 1 | 100 | 7.50 | — | 8.50 | Region with the resource |
| 19 | Slaver's Camp | Slaves | 3 | 2,000 | 3 | 240 | 8.30 | 25 | 11.30 | Any settlement |
| 20 | Norsca Wharf | Port | 1 | 1,000 | 2 | 100 | 10 | — | 12 | Port settlement |
| 21 | Norsca Wharf | Port | 1 | 1,000 | 2 | 100 | 10 | — | 12 | Port settlement |
| 22 | Longship Builder | Port | 2 | 2,500 | 4 | 250 | 10 | 16.70 | 14 | Port settlement |
| 23 | Chaos Shrine | Worship | 2 | 1,000 | 2 | 75 | 13.30 | 20 | 15.30 | Any settlement |
| 24 | Ruinous Altar | Worship | 1 | 500 | 1 | 25 | 20 | — | 21 | Any 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.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Fanged Monolith | Chaos Altar (Hound) | 1 | 750 | — | 50 | — |
| 2 | Blighted Monolith | Chaos Altar (Crow) | 1 | 750 | — | 50 | — |
| 3 | Coiling Monolith | Chaos Altar (Serpent) | 1 | 750 | — | 50 | — |
| 4 | Many-Faced Monolith | Chaos Altar (Eagle) | 1 | 750 | — | 50 | — |
| 5 | Unshaped Monolith | Chaos Altar | 1 | 750 | — | 50 | — |
| 6 | Warrior Gathering | Norsca Settlement | 1 | 750 | — | 30 | — |
| 7 | Norse Encampment | Norsca Settlement | 1 | 750 | — | 30 | — |
| 8 | Ravenous Monolith | Chaos Altar (Hound) | 2 | 1,500 | 1 | 100 | 30 |
| 9 | Pestilent Monolith | Chaos Altar (Crow) | 2 | 1,500 | 1 | 100 | 30 |
| 10 | Undulant Monolith | Chaos Altar (Serpent) | 2 | 1,500 | 1 | 100 | 30 |
| 11 | Ever-Changing Monolith | Chaos Altar (Eagle) | 2 | 1,500 | 1 | 100 | 30 |
| 12 | Aberrant Monolith | Chaos Altar | 2 | 1,500 | 1 | 75 | 60 |
| 13 | Warband Camp | Norsca Settlement | 2 | 1,500 | 1 | 60 | 50 |
| 14 | Norse Moot | Norsca Settlement | 2 | 1,500 | 1 | 60 | 50 |
| 15 | Pandaemonic Monolith | Chaos Altar | 3 | 2,500 | 2 | 150 | 33.30 |
| 16 | Clan Enclave | Norsca Settlement | 3 | 3,000 | 2 | 90 | 100 |
| 17 | Norse Village | Norsca Settlement | 3 | 3,000 | 2 | 90 | 100 |
| 18 | Tribal Stronghold | Norsca Settlement | 4 | 6,000 | 4 | 120 | 200 |
| 19 | Greater Tribal Stronghold | Norsca Settlement | 5 | 8,000 | 5 | 150 | 266.70 |
Conditional income
Marauding Militia (Garrison 1): +50 a turn — When Chaos Undivided corruption is 50 or more
Fanged Monolith (Chaos Altar (Hound) 1): +150 a turn — After reaching maximum Allegiance with all Gods and rejecting each of their champions
Ravenous Monolith (Chaos Altar (Hound) 2): +150 a turn — After reaching maximum Allegiance with all Gods and rejecting each of their champions
Blighted Monolith (Chaos Altar (Crow) 1): +150 a turn — After reaching maximum Allegiance with all Gods and rejecting each of their champions
Pestilent Monolith (Chaos Altar (Crow) 2): +150 a turn — After reaching maximum Allegiance with all Gods and rejecting each of their champions
Coiling Monolith (Chaos Altar (Serpent) 1): +150 a turn — After reaching maximum Allegiance with all Gods and rejecting each of their champions
Undulant Monolith (Chaos Altar (Serpent) 2): +150 a turn — After reaching maximum Allegiance with all Gods and rejecting each of their champions
Many-Faced Monolith (Chaos Altar (Eagle) 1): +150 a turn — After reaching maximum Allegiance with all Gods and rejecting each of their champions
Ever-Changing Monolith (Chaos Altar (Eagle) 2): +150 a turn — After reaching maximum Allegiance with all Gods and rejecting each of their champions
Unshaped Monolith (Chaos Altar 1): +50 a turn — When at Tier 5 Arcane Power
Aberrant Monolith (Chaos Altar 2): +75 a turn — When at Tier 5 Arcane Power
Pandaemonic Monolith (Chaos Altar 3): +150 a turn — When at Tier 5 Arcane Power
Every level's full effects: Norsca buildings.