How to make money as Vampire Counts
Vampire Counts's fastest-paying building in Total War: Warhammer III is the Cursed Gemstone Mineshaft (Gem Mining, level 1): 500 gold for +300 gold a turn, its cost back in 1.7 turns once built. The most gold from one building slot is the Scaffold at +800 a turn (6,000 gold to build the chain that far, back in 7.5 turns). 51 Vampire Counts 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
Cursed Gemstone MineshaftGem Mining 1 · 500 gold → +300 a turn · Region with the resource1.7turns - 2
Tarnished Gold ShaftGold Mining 1 · 500 gold → +300 a turn · Region with the resource1.7turns - 3
GibbetRepression 1 · 1,000 gold → +400 a turn · Any settlement2.5turns - 4
Animal StoreTusks 1 · 500 gold → +100 a turn · Region with the resource5turns - 5
Brackish PondSaltmaking 1 · 500 gold → +100 a turn · Region with the resource5turns - 6
Brimstone Cutter's WorkshopMarble 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
ScaffoldRepression 3 · 3,000 gold → +800 a turn · Any settlement+800a turn - 2
Haunted Gemstone MineGem Mining 3 · 2,000 gold → +600 a turn · Region with the resource+600a turn - 3
Balefire Gold SmelteryGold Mining 3 · 2,000 gold → +500 a turn · Region with the resource+500a turn - 4
Dark PortPort 3 · 6,000 gold → +500 a turn · Port settlement+500a turn - 5
Abandoned Wood ShedsWoodlands 3 · 2,000 gold → +200 a turn · Region with the resource+200a turn - 6
Alchemy WorkshopMedicine Production 3 · 2,000 gold → +200 a turn · Region with the resource+200a 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 Vampire Counts building that makes gold (51)
| # | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Cursed Gemstone Mineshaft | Gem Mining | 1 | 500 | 2 | 300 | 1.70 | — | 3.70 | Region with the resource |
| 2 | Tarnished Gold Shaft | Gold Mining | 1 | 500 | 2 | 300 | 1.70 | — | 3.70 | Region with the resource |
| 3 | Hexed Gemstone Pit | Gem Mining | 2 | 1,000 | 3 | 450 | 2.20 | 6.70 | 5.20 | Region with the resource |
| 4 | Gibbet | Repression | 1 | 1,000 | 1 | 400 | 2.50 | — | 3.50 | Any settlement |
| 5 | Tarnished Gold Mine | Gold Mining | 2 | 1,000 | 3 | 400 | 2.50 | 10 | 5.50 | Region with the resource |
| 6 | Haunted Gemstone Mine | Gem Mining | 3 | 2,000 | 4 | 600 | 3.30 | 13.30 | 7.30 | Region with the resource |
| 7 | Gallows | Repression | 2 | 2,000 | 2 | 600 | 3.30 | 10 | 5.30 | Any settlement |
| 8 | Scaffold | Repression | 3 | 3,000 | 3 | 800 | 3.80 | 15 | 6.80 | Any settlement |
| 9 | Balefire Gold Smeltery | Gold Mining | 3 | 2,000 | 4 | 500 | 4 | 20 | 8 | Region with the resource |
| 10 | Exotic Animal Tamer | Exotic Animals | 1 | 500 | 1 | 100 | 5 | — | 6 | Region with the resource |
| 11 | Herb Gatherer's Camp | Medicine Production | 1 | 500 | 1 | 100 | 5 | — | 6 | Region with the resource |
| 12 | Obsidian Quarry | Obsidian Quarry | 1 | 500 | 1 | 100 | 5 | — | 6 | Region with the resource |
| 13 | Spice Market | Spice Trading | 1 | 500 | 1 | 100 | 5 | — | 6 | Region with the resource |
| 14 | Animal Store | Tusks | 1 | 500 | 1 | 100 | 5 | — | 6 | Region with the resource |
| 15 | Red Pit | Dye Production | 1 | 500 | 1 | 100 | 5 | — | 6 | Region with the resource |
| 16 | Hunting Grounds | Wild Game | 1 | 500 | 1 | 100 | 5 | — | 6 | Region with the resource |
| 17 | Dark Iron Pit | Iron Mining | 1 | 500 | 2 | 100 | 5 | — | 7 | Region with the resource |
| 18 | Brimstone Cutter's Workshop | Marble Quarry | 1 | 500 | 1 | 100 | 5 | — | 6 | Region with the resource |
| 19 | Cursed Fields | Pastures | 1 | 500 | 1 | 100 | 5 | — | 6 | Region with the resource |
| 20 | Flooded Clay Pit | Pottery Production | 1 | 500 | 1 | 100 | 5 | — | 6 | Region with the resource |
| 21 | Brackish Pond | Saltmaking | 1 | 500 | 1 | 100 | 5 | — | 6 | Region with the resource |
| 22 | Forester's Shack | Woodlands | 1 | 500 | 1 | 100 | 5 | — | 6 | Region with the resource |
| 23 | Exotic Animal Pen | Exotic Animals | 2 | 1,000 | 2 | 150 | 6.70 | 20 | 8.70 | Region with the resource |
| 24 | Exotic Hothouse | Medicine Production | 2 | 1,000 | 2 | 150 | 6.70 | 20 | 8.70 | Region with the resource |
| 25 | Obsidian Trinket Maker | Obsidian Quarry | 2 | 1,000 | 2 | 150 | 6.70 | 20 | 8.70 | Region with the resource |
| 26 | Spice Trading Post | Spice Trading | 2 | 1,000 | 2 | 150 | 6.70 | 20 | 8.70 | Region with the resource |
| 27 | Tusk Market | Tusks | 2 | 1,000 | 2 | 150 | 6.70 | 20 | 8.70 | Region with the resource |
| 28 | Blood Mines | Dye Production | 2 | 1,000 | 2 | 150 | 6.70 | 20 | 8.70 | Region with the resource |
| 29 | Poaching Camp | Wild Game | 2 | 1,000 | 2 | 150 | 6.70 | 20 | 8.70 | Region with the resource |
| 30 | Zombie-Infested Iron Mine | Iron Mining | 2 | 1,000 | 3 | 150 | 6.70 | 20 | 9.70 | Region with the resource |
| 31 | Tombstone Maker's Atelier | Marble Quarry | 2 | 1,000 | 2 | 150 | 6.70 | 20 | 8.70 | Region with the resource |
| 32 | Wretched Farmstead | Pastures | 2 | 1,000 | 2 | 150 | 6.70 | 20 | 8.70 | Region with the resource |
| 33 | Urn Maker's Pottery | Pottery Production | 2 | 1,000 | 2 | 150 | 6.70 | 20 | 8.70 | Region with the resource |
| 34 | Salt Marsh | Saltmaking | 2 | 1,000 | 2 | 150 | 6.70 | 20 | 8.70 | Region with the resource |
| 35 | Ruined Sawmill | Woodlands | 2 | 1,000 | 2 | 150 | 6.70 | 20 | 8.70 | Region with the resource |
| 36 | Exotic Animal Market | Exotic Animals | 3 | 2,000 | 3 | 200 | 10 | 40 | 13 | Region with the resource |
| 37 | Alchemy Workshop | Medicine Production | 3 | 2,000 | 3 | 200 | 10 | 40 | 13 | Region with the resource |
| 38 | Obsidian Amulet Carver | Obsidian Quarry | 3 | 2,000 | 3 | 200 | 10 | 40 | 13 | Region with the resource |
| 39 | Eastern Bazaar | Spice Trading | 3 | 2,000 | 3 | 200 | 10 | 40 | 13 | Region with the resource |
| 40 | Tusk Compound | Tusks | 3 | 2,000 | 3 | 200 | 10 | 40 | 13 | Region with the resource |
| 41 | Murky Harbour | Port | 2 | 3,000 | 4 | 300 | 10 | 15 | 14 | Port settlement |
| 42 | Pigment Grinder's Shop | Dye Production | 3 | 2,000 | 3 | 200 | 10 | 40 | 13 | Region with the resource |
| 43 | Flayer's Lair | Wild Game | 3 | 2,000 | 3 | 200 | 10 | 40 | 13 | Region with the resource |
| 44 | Scoured Iron Mine | Iron Mining | 3 | 2,000 | 4 | 200 | 10 | 40 | 14 | Region with the resource |
| 45 | Gargoyle Sculptor's Garret | Marble Quarry | 3 | 2,000 | 3 | 200 | 10 | 40 | 13 | Region with the resource |
| 46 | Haunted Mill | Pastures | 3 | 2,000 | 3 | 200 | 10 | 40 | 13 | Region with the resource |
| 47 | Screeching Kilns | Pottery Production | 3 | 2,000 | 3 | 200 | 10 | 40 | 13 | Region with the resource |
| 48 | Desolate Salt Pans | Saltmaking | 3 | 2,000 | 3 | 200 | 10 | 40 | 13 | Region with the resource |
| 49 | Abandoned Wood Sheds | Woodlands | 3 | 2,000 | 3 | 200 | 10 | 40 | 13 | Region with the resource |
| 50 | Dark Port | Port | 3 | 6,000 | 6 | 500 | 12 | 30 | 18 | Port settlement |
| 51 | Crumbling Wharf | Port | 1 | 1,500 | 2 | 100 | 15 | — | 17 | 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 | Crumbling Hamlet | Provincial Capital | 1 | 1,000 | — | 100 | — |
| 2 | Crumbling Hamlet | Minor Settlement | 1 | 1,000 | — | 100 | — |
| 3 | Corrupted Village | Provincial Capital | 2 | 2,000 | 1 | 150 | 40 |
| 4 | Corrupted Village | Minor Settlement | 2 | 2,000 | 1 | 150 | 40 |
| 5 | Shady Township | Provincial Capital | 3 | 4,000 | 2 | 200 | 80 |
| 6 | Shady Township | Minor Settlement | 3 | 4,000 | 2 | 200 | 80 |
| 7 | Accursed City | Provincial Capital | 4 | 8,000 | 4 | 300 | 80 |
| 8 | Dark Castle | Provincial Capital | 5 | 16,000 | 5 | 400 | 160 |
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.
| # | |||||||
|---|---|---|---|---|---|---|---|
| 1 | Tarnished Gold Shaft | Gold Mining | 500 | 4% | — | — | 1,250 |
| 2 | Tarnished Gold Mine | Gold Mining | 1,000 | 7% | — | — | 1,429 |
| 3 | Balefire Gold Smeltery | Gold Mining | 2,000 | 10% | — | — | 2,000 |
Every level's full effects: Vampire Counts buildings.