How to make money as Wood Elves
Wood Elves's fastest-paying building in Total War: Warhammer III is the Exotic Animal Tamer (Exotic Animals, level 1): 1,000 gold for +100 gold a turn, its cost back in 10 turns once built. The most gold from one building slot is the Exotic Animal Tamer at +100 a turn (1,000 gold to build the chain that far, back in 10 turns). 17 Wood Elves 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
Exotic Animal TamerExotic Animals 1 · 1,000 gold → +100 a turn · Region with the resource10turns - 2
Gem MineGem Mining 1 · 1,000 gold → +100 a turn · Region with the resource10turns - 3
Gold Mining PitGold Mining 1 · 1,000 gold → +100 a turn · Region with the resource10turns - 4
Herb Gatherer's CampMedicine Production 1 · 1,000 gold → +100 a turn · Region with the resource10turns - 5
Elven HavenPort 1 · 2,000 gold → +100 a turn · Port settlement20turns - 6
Animal StoreTusks 1 · 1,000 gold → +50 a turn · Region with the resource20turns
Most gold per building slot
Income of each chain's top level; the line shows that level's own cost.
- 1
Exotic Animal TamerExotic Animals 1 · 1,000 gold → +100 a turn · Region with the resource+100a turn - 2
Gem MineGem Mining 1 · 1,000 gold → +100 a turn · Region with the resource+100a turn - 3
Gold Mining PitGold Mining 1 · 1,000 gold → +100 a turn · Region with the resource+100a turn - 4
Herb Gatherer's CampMedicine Production 1 · 1,000 gold → +100 a turn · Region with the resource+100a turn - 5
Elven HavenPort 1 · 2,000 gold → +100 a turn · Port settlement+100a turn - 6
Animal StoreTusks 1 · 1,000 gold → +50 a turn · Region with the resource+50a 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 Wood Elves building that makes gold (17)
| # | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Exotic Animal Tamer | Exotic Animals | 1 | 1,000 | 3 | 100 | 10 | — | 13 | Region with the resource |
| 2 | Gem Mine | Gem Mining | 1 | 1,000 | 3 | 100 | 10 | — | 13 | Region with the resource |
| 3 | Herb Gatherer's Camp | Medicine Production | 1 | 1,000 | 3 | 100 | 10 | — | 13 | Region with the resource |
| 4 | Gold Mining Pit | Gold Mining | 1 | 1,000 | 3 | 100 | 10 | — | 13 | Region with the resource |
| 5 | Obsidian Quarry | Obsidian Quarry | 1 | 1,000 | 3 | 50 | 20 | — | 23 | Region with the resource |
| 6 | Spice Market | Spice Trading | 1 | 1,000 | 3 | 50 | 20 | — | 23 | Region with the resource |
| 7 | Animal Store | Tusks | 1 | 1,000 | 3 | 50 | 20 | — | 23 | Region with the resource |
| 8 | Elven Haven | Port | 1 | 2,000 | 1 | 100 | 20 | — | 21 | Port settlement |
| 9 | Cinnabar Mining Pit | Dye Production | 1 | 1,000 | 3 | 50 | 20 | — | 23 | Region with the resource |
| 10 | Hunting Camp | Wild Game | 1 | 1,000 | 3 | 50 | 20 | — | 23 | Region with the resource |
| 11 | Iron Mining Pit | Iron Mining | 1 | 1,000 | 3 | 50 | 20 | — | 23 | Region with the resource |
| 12 | Stone Cutter | Marble Quarry | 1 | 1,000 | 3 | 50 | 20 | — | 23 | Region with the resource |
| 13 | Cattle Pastures | Pastures | 1 | 1,000 | 3 | 50 | 20 | — | 23 | Region with the resource |
| 14 | Clay Pit | Pottery Production | 1 | 1,000 | 3 | 50 | 20 | — | 23 | Region with the resource |
| 15 | Brine Mining Pit | Saltmaking | 1 | 1,000 | 3 | 50 | 20 | — | 23 | Region with the resource |
| 16 | Woodman's Hut | Woodlands | 1 | 1,000 | 3 | 50 | 20 | — | 23 | Region with the resource |
| 17 | Orchards | Orchards | 1 | 1,000 | 3 | 50 | 20 | — | 23 | Region with the resource |
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 | Trapper's Den | Hunting | 1 | 1,000 | 1 | 300 | — |
| 2 | Grape Vines | Grape Vines | 1 | 1,000 | 1 | 600 | — |
| 3 | Craftmen's Tree | Crafting | 1 | 1,500 | 1 | 300 | — |
| 4 | Copse | Provincial Capital | 1 | 1,200 | — | 300 | — |
| 5 | Game Lodge | Hunting | 2 | 1,500 | 2 | 400 | 15 |
| 6 | Vineyard | Grape Vines | 2 | 1,500 | 2 | 700 | 15 |
| 7 | Sculptor's Cavern | Crafting | 2 | 2,000 | 2 | 400 | 20 |
| 8 | Glade | Provincial Capital | 2 | 2,500 | — | 350 | 50 |
| 9 | Hunter's Vault | Hunting | 3 | 2,000 | 3 | 500 | 20 |
| 10 | Winery | Grape Vines | 3 | 2,000 | 3 | 800 | 20 |
| 11 | Artisan's Nexus | Crafting | 3 | 2,500 | 3 | 500 | 25 |
| 12 | Hollow | Provincial Capital | 3 | 5,000 | — | 400 | 100 |
| 13 | Wine Nexus | Grape Vines | 4 | 3,000 | 5 | 1,000 | 15 |
| 14 | Hall | Provincial Capital | 4 | 10,000 | — | 450 | 200 |
| 15 | Great Hall | Provincial Capital | 5 | 20,000 | — | 500 | 400 |
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 | Glade | Provincial Capital | 2,500 | — | 1% | — | 25,000 |
| 2 | Hollow | Provincial Capital | 5,000 | — | 2% | — | 25,000 |
| 3 | Hall | Provincial Capital | 10,000 | — | 3% | — | 33,333 |
| 4 | Great Hall | Provincial Capital | 20,000 | — | 4% | — | 50,000 |
Every level's full effects: Wood Elves buildings.