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
Cultist Camp (Gems)Gem Mining 1 · 750 gold → +300 a turn · Region with the resource2.5turns - 2
Cultist Camp (Gold)Gold Mining 1 · 750 gold → +300 a turn · Region with the resource2.5turns - 3
Cultist Camp (Dyes)Dye Production 1 · 750 gold → +200 a turn · Region with the resource3.8turns - 4
Cultist Camp (Obsidian)Obsidian Quarry 1 · 750 gold → +200 a turn · Region with the resource3.8turns - 5
Cultist Camp (Pottery)Pottery Production 1 · 750 gold → +200 a turn · Region with the resource3.8turns - 6
Cultist 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
Cultist Enclave (Gems)Gem Mining 3 · 2,000 gold → +600 a turn · Region with the resource+600a turn - 2
Cultist Enclave (Gold)Gold Mining 3 · 2,000 gold → +600 a turn · Region with the resource+600a turn - 3
Replicating MouldMicrobial Bog 4 · 4,000 gold → +600 a turn · Any settlement+600a turn - 4
Eye of TerrorPort 3 · 6,000 gold → +600 a turn · Port settlement+600a turn - 5
Cultist Enclave (Dyes)Dye Production 3 · 2,000 gold → +450 a turn · Region with the resource+450a turn - 6
Cultist Enclave (Obsidian)Obsidian Quarry 3 · 2,000 gold → +450 a turn · Region with the resource+450a 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 Nurgle building that makes gold (31)
| # | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Cultist Camp (Gems) | Gem Mining | 1 | 750 | 3 | 300 | 2.50 | — | 5.50 | Region with the resource |
| 2 | Cultist Camp (Gold) | Gold Mining | 1 | 750 | 3 | 300 | 2.50 | — | 5.50 | Region with the resource |
| 3 | Cultist Outpost (Gems) | Gem Mining | 2 | 1,250 | 3 | 400 | 3.10 | 12.50 | 6.10 | Region with the resource |
| 4 | Cultist Outpost (Gold) | Gold Mining | 2 | 1,250 | 3 | 400 | 3.10 | 12.50 | 6.10 | Region with the resource |
| 5 | Cultist Enclave (Gems) | Gem Mining | 3 | 2,000 | 3 | 600 | 3.30 | 10 | 6.30 | Region with the resource |
| 6 | Cultist Enclave (Gold) | Gold Mining | 3 | 2,000 | 3 | 600 | 3.30 | 10 | 6.30 | Region with the resource |
| 7 | Microbial Bog | Microbial Bog | 1 | 750 | 1 | 200 | 3.80 | — | 4.80 | Any settlement |
| 8 | Cultist Camp (Dyes) | Dye Production | 1 | 750 | 3 | 200 | 3.80 | — | 6.80 | Region with the resource |
| 9 | Cultist Camp (Tusks) | Tusks | 1 | 750 | 3 | 200 | 3.80 | — | 6.80 | Region with the resource |
| 10 | Cultist Camp (Obsidian) | Obsidian Quarry | 1 | 750 | 3 | 200 | 3.80 | — | 6.80 | Region with the resource |
| 11 | Cultist Camp (Pottery) | Pottery Production | 1 | 750 | 3 | 200 | 3.80 | — | 6.80 | Region with the resource |
| 12 | Cultist Camp (Salt) | Saltmaking | 1 | 750 | 3 | 200 | 3.80 | — | 6.80 | Region with the resource |
| 13 | Cultist Camp (Spices) | Spice Trading | 1 | 750 | 3 | 200 | 3.80 | — | 6.80 | Region with the resource |
| 14 | Cultist Outpost (Dyes) | Dye Production | 2 | 1,250 | 3 | 300 | 4.20 | 12.50 | 7.20 | Region with the resource |
| 15 | Cultist Outpost (Tusks) | Tusks | 2 | 1,250 | 3 | 300 | 4.20 | 12.50 | 7.20 | Region with the resource |
| 16 | Cultist Outpost (Obsidian) | Obsidian Quarry | 2 | 1,250 | 3 | 300 | 4.20 | 12.50 | 7.20 | Region with the resource |
| 17 | Cultist Outpost (Pottery) | Pottery Production | 2 | 1,250 | 3 | 300 | 4.20 | 12.50 | 7.20 | Region with the resource |
| 18 | Cultist Outpost (Salt) | Saltmaking | 2 | 1,250 | 3 | 300 | 4.20 | 12.50 | 7.20 | Region with the resource |
| 19 | Cultist Outpost (Spices) | Spice Trading | 2 | 1,250 | 3 | 300 | 4.20 | 12.50 | 7.20 | Region with the resource |
| 20 | Cultist Enclave (Dyes) | Dye Production | 3 | 2,000 | 3 | 450 | 4.40 | 13.30 | 7.40 | Region with the resource |
| 21 | Cultist Enclave (Tusks) | Tusks | 3 | 2,000 | 3 | 450 | 4.40 | 13.30 | 7.40 | Region with the resource |
| 22 | Cultist Enclave (Obsidian) | Obsidian Quarry | 3 | 2,000 | 3 | 450 | 4.40 | 13.30 | 7.40 | Region with the resource |
| 23 | Cultist Enclave (Pottery) | Pottery Production | 3 | 2,000 | 3 | 450 | 4.40 | 13.30 | 7.40 | Region with the resource |
| 24 | Cultist Enclave (Salt) | Saltmaking | 3 | 2,000 | 3 | 450 | 4.40 | 13.30 | 7.40 | Region with the resource |
| 25 | Cultist Enclave (Spices) | Spice Trading | 3 | 2,000 | 3 | 450 | 4.40 | 13.30 | 7.40 | Region with the resource |
| 26 | Decomposing Swamp | Microbial Bog | 2 | 1,500 | 2 | 300 | 5 | 15 | 7 | Any settlement |
| 27 | Vile Synthesis | Microbial Bog | 3 | 2,500 | 4 | 450 | 5.60 | 16.70 | 9.60 | Any settlement |
| 28 | Replicating Mould | Microbial Bog | 4 | 4,000 | 6 | 600 | 6.70 | 26.70 | 12.70 | Any settlement |
| 29 | Infernal Harbour | Port | 1 | 1,500 | 3 | 200 | 7.50 | — | 10.50 | Port settlement |
| 30 | Hell Port | Port | 2 | 3,000 | 3 | 400 | 7.50 | 15 | 10.50 | Port settlement |
| 31 | Eye of Terror | Port | 3 | 6,000 | 3 | 600 | 10 | 30 | 13 | Port 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 | Withering Roots | Province Capital | 1 | 1,000 | — | 100 | — |
| 2 | Nurgle Nest | Minor Settlement | 1 | 1,000 | — | 100 | — |
| 3 | Tumid Hollow | Province Capital | 2 | 2,500 | 1 | 125 | 100 |
| 4 | Nurgle Hollow | Minor Settlement | 2 | 2,500 | 1 | 125 | 100 |
| 5 | Unclean Copse | Province Capital | 3 | 4,500 | 2 | 150 | 180 |
| 6 | Nurgle Thicket | Minor Settlement | 3 | 4,500 | 2 | 150 | 180 |
| 7 | Diseased Grove | Province Capital | 4 | 8,000 | 4 | 175 | 320 |
| 8 | Great Blight Oak | Province Capital | 5 | 14,000 | 5 | 200 | 560 |
Conditional income
Microbial Bog (Microbial Bog 1): +50 a turn — When growth per turn is more than 200 or with 5 population surplus
Decomposing Swamp (Microbial Bog 2): +100 a turn — When growth per turn is more than 200 or with 5 population surplus
Vile Synthesis (Microbial Bog 3): +150 a turn — When growth per turn is more than 200 or with 5 population surplus
Replicating Mould (Microbial Bog 4): +250 a turn — When growth per turn is more than 200 or with 5 population surplus
Every level's full effects: Nurgle buildings.