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

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. 1Exotic Animal TamerExotic Animals 1 · 1,000 gold → +100 a turn · Region with the resource10turns
  2. 2Gem MineGem Mining 1 · 1,000 gold → +100 a turn · Region with the resource10turns
  3. 3Gold Mining PitGold Mining 1 · 1,000 gold → +100 a turn · Region with the resource10turns
  4. 4Herb Gatherer's CampMedicine Production 1 · 1,000 gold → +100 a turn · Region with the resource10turns
  5. 5Elven HavenPort 1 · 2,000 gold → +100 a turn · Port settlement20turns
  6. 6Animal 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. 1Exotic Animal TamerExotic Animals 1 · 1,000 gold → +100 a turn · Region with the resource+100a turn
  2. 2Gem MineGem Mining 1 · 1,000 gold → +100 a turn · Region with the resource+100a turn
  3. 3Gold Mining PitGold Mining 1 · 1,000 gold → +100 a turn · Region with the resource+100a turn
  4. 4Herb Gatherer's CampMedicine Production 1 · 1,000 gold → +100 a turn · Region with the resource+100a turn
  5. 5Elven HavenPort 1 · 2,000 gold → +100 a turn · Port settlement+100a turn
  6. 6Animal StoreTusks 1 · 1,000 gold → +50 a turn · Region with the resource+50a 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 Wood Elves building that makes gold (17)

#
1Exotic Animal TamerExotic Animals11,000310010—13Region with the resource
2Gem MineGem Mining11,000310010—13Region with the resource
3Herb Gatherer's CampMedicine Production11,000310010—13Region with the resource
4Gold Mining PitGold Mining11,000310010—13Region with the resource
5Obsidian QuarryObsidian Quarry11,00035020—23Region with the resource
6Spice MarketSpice Trading11,00035020—23Region with the resource
7Animal StoreTusks11,00035020—23Region with the resource
8Elven HavenPort12,000110020—21Port settlement
9Cinnabar Mining PitDye Production11,00035020—23Region with the resource
10Hunting CampWild Game11,00035020—23Region with the resource
11Iron Mining PitIron Mining11,00035020—23Region with the resource
12Stone CutterMarble Quarry11,00035020—23Region with the resource
13Cattle PasturesPastures11,00035020—23Region with the resource
14Clay PitPottery Production11,00035020—23Region with the resource
15Brine Mining PitSaltmaking11,00035020—23Region with the resource
16Woodman's HutWoodlands11,00035020—23Region with the resource
17OrchardsOrchards11,00035020—23Region 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.

#
1Trapper's DenHunting11,0001300—
2Grape VinesGrape Vines11,0001600—
3Craftmen's TreeCrafting11,5001300—
4CopseProvincial Capital11,200—300—
5Game LodgeHunting21,500240015
6VineyardGrape Vines21,500270015
7Sculptor's CavernCrafting22,000240020
8GladeProvincial Capital22,500—35050
9Hunter's VaultHunting32,000350020
10WineryGrape Vines32,000380020
11Artisan's NexusCrafting32,500350025
12HollowProvincial Capital35,000—400100
13Wine NexusGrape Vines43,00051,00015
14HallProvincial Capital410,000—450200
15Great HallProvincial Capital520,000—500400

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.

#
1GladeProvincial Capital2,500—1%—25,000
2HollowProvincial Capital5,000—2%—25,000
3HallProvincial Capital10,000—3%—33,333
4Great HallProvincial Capital20,000—4%—50,000

Every level's full effects: Wood Elves buildings.