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

How to make money as Nurgle

Nurgle's fastest-paying building in Total War: Warhammer III is the Cultist Camp (Gems) (Gem Mining, 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 Enclave (Gems) at +600 a turn (4,000 gold to build the chain that far, back in 6.7 turns). 31 Nurgle 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. 1Cultist Camp (Gems)Gem Mining 1 · 750 gold → +300 a turn · Region with the resource2.5turns
  2. 2Cultist Camp (Gold)Gold Mining 1 · 750 gold → +300 a turn · Region with the resource2.5turns
  3. 3Cultist Camp (Dyes)Dye Production 1 · 750 gold → +200 a turn · Region with the resource3.8turns
  4. 4Cultist Camp (Obsidian)Obsidian Quarry 1 · 750 gold → +200 a turn · Region with the resource3.8turns
  5. 5Cultist Camp (Pottery)Pottery Production 1 · 750 gold → +200 a turn · Region with the resource3.8turns
  6. 6Cultist Camp (Salt)Saltmaking 1 · 750 gold → +200 a turn · Region with the resource3.8turns

Most gold per building slot

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

  1. 1Cultist Enclave (Gems)Gem Mining 3 · 2,000 gold → +600 a turn · Region with the resource+600a turn
  2. 2Cultist Enclave (Gold)Gold Mining 3 · 2,000 gold → +600 a turn · Region with the resource+600a turn
  3. 3Replicating MouldMicrobial Bog 4 · 4,000 gold → +600 a turn · Any settlement+600a turn
  4. 4Eye of TerrorPort 3 · 6,000 gold → +600 a turn · Port settlement+600a turn
  5. 5Cultist Enclave (Dyes)Dye Production 3 · 2,000 gold → +450 a turn · Region with the resource+450a turn
  6. 6Cultist Enclave (Obsidian)Obsidian Quarry 3 · 2,000 gold → +450 a turn · Region with the resource+450a 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 Nurgle building that makes gold (31)

#
1Cultist Camp (Gems)Gem Mining175033002.50—5.50Region with the resource
2Cultist Camp (Gold)Gold Mining175033002.50—5.50Region with the resource
3Cultist Outpost (Gems)Gem Mining21,25034003.1012.506.10Region with the resource
4Cultist Outpost (Gold)Gold Mining21,25034003.1012.506.10Region with the resource
5Cultist Enclave (Gems)Gem Mining32,00036003.30106.30Region with the resource
6Cultist Enclave (Gold)Gold Mining32,00036003.30106.30Region with the resource
7Microbial BogMicrobial Bog175012003.80—4.80Any settlement
8Cultist Camp (Dyes)Dye Production175032003.80—6.80Region with the resource
9Cultist Camp (Tusks)Tusks175032003.80—6.80Region with the resource
10Cultist Camp (Obsidian)Obsidian Quarry175032003.80—6.80Region with the resource
11Cultist Camp (Pottery)Pottery Production175032003.80—6.80Region with the resource
12Cultist Camp (Salt)Saltmaking175032003.80—6.80Region with the resource
13Cultist Camp (Spices)Spice Trading175032003.80—6.80Region with the resource
14Cultist Outpost (Dyes)Dye Production21,25033004.2012.507.20Region with the resource
15Cultist Outpost (Tusks)Tusks21,25033004.2012.507.20Region with the resource
16Cultist Outpost (Obsidian)Obsidian Quarry21,25033004.2012.507.20Region with the resource
17Cultist Outpost (Pottery)Pottery Production21,25033004.2012.507.20Region with the resource
18Cultist Outpost (Salt)Saltmaking21,25033004.2012.507.20Region with the resource
19Cultist Outpost (Spices)Spice Trading21,25033004.2012.507.20Region with the resource
20Cultist Enclave (Dyes)Dye Production32,00034504.4013.307.40Region with the resource
21Cultist Enclave (Tusks)Tusks32,00034504.4013.307.40Region with the resource
22Cultist Enclave (Obsidian)Obsidian Quarry32,00034504.4013.307.40Region with the resource
23Cultist Enclave (Pottery)Pottery Production32,00034504.4013.307.40Region with the resource
24Cultist Enclave (Salt)Saltmaking32,00034504.4013.307.40Region with the resource
25Cultist Enclave (Spices)Spice Trading32,00034504.4013.307.40Region with the resource
26Decomposing SwampMicrobial Bog21,50023005157Any settlement
27Vile SynthesisMicrobial Bog32,50044505.6016.709.60Any settlement
28Replicating MouldMicrobial Bog44,00066006.7026.7012.70Any settlement
29Infernal HarbourPort11,50032007.50—10.50Port settlement
30Hell PortPort23,00034007.501510.50Port settlement
31Eye of TerrorPort36,0003600103013Port 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.

#
1Withering RootsProvince Capital11,000—100—
2Nurgle NestMinor Settlement11,000—100—
3Tumid HollowProvince Capital22,5001125100
4Nurgle HollowMinor Settlement22,5001125100
5Unclean CopseProvince Capital34,5002150180
6Nurgle ThicketMinor Settlement34,5002150180
7Diseased GroveProvince Capital48,0004175320
8Great Blight OakProvince Capital514,0005200560

Conditional income

Every level's full effects: Nurgle buildings.