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

How to make money as Tomb Kings

Tomb Kings's fastest-paying building in Total War: Warhammer III is the Charnel Plaza (Income, level 1): 250 gold for +100 gold a turn, its cost back in 2.5 turns once built. The most gold from one building slot is the Undead Fleetport at +300 a turn (7,000 gold to build the chain that far, back in 23.3 turns). 8 Tomb Kings 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. 1Charnel PlazaIncome 1 · 250 gold → +100 a turn · Any settlement2.5turns
  2. 2Gold MineGold Mining 1 · 1,000 gold → +150 a turn · Region with the resource6.7turns
  3. 3Parched OasisPastures 1 · 1,000 gold → +100 a turn · Region with the resource10turns
  4. 4Undead FleetportPort 3 · 4,000 gold → +300 a turn · Port settlement13.3turns

Most gold per building slot

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

  1. 1Undead FleetportPort 3 · 4,000 gold → +300 a turn · Port settlement+300a turn
  2. 2Avenue of MonumentsIncome 3 · 1,000 gold → +200 a turn · Any settlement+200a turn
  3. 3Gold MineGold Mining 1 · 1,000 gold → +150 a turn · Region with the resource+150a turn
  4. 4Parched OasisPastures 1 · 1,000 gold → +100 a turn · Region with the resource+100a 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 Tomb Kings building that makes gold (8)

#
1Charnel PlazaIncome125011002.50—3.50Any settlement
2Funerary DistrictIncome250021503.30105.30Any settlement
3Avenue of MonumentsIncome31,00032005208Any settlement
4Gold MineGold Mining11,00021506.70—8.70Region with the resource
5Parched OasisPastures11,000210010—12Region with the resource
6Bone WharfPort11,00037513.30—16.30Port settlement
7Grave PortPort22,000515013.3026.7018.30Port settlement
8Undead FleetportPort34,000730013.3026.7020.30Port 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.

#
1CryptsProvince Capital1750—50—
2CryptsMinor Settlement1750—50—
3MastabaProvince Capital21,500110030
4MastabaMinor Settlement21,500110030
5MausoleumProvince Capital33,000215060
6MausoleumMinor Settlement33,000215060
7Tomb CityProvince Capital46,0004200120
8NecropolisProvince Capital512,0005250240

Every level's full effects: Tomb Kings buildings.