Total War: THREE KINGDOMS Basic Income guide

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Total War: THREE KINGDOMS Basic Income guide

Disclaimer/short review of unique buildings

Keep in mind that factions get unique buildings that will make you deviate from this template a little bit.

For example

  • Caocao has a red building which is bad, but it gives food which is great
  • Kong Rong the big Dong gets a unique school that doesn’t give exp and instead gives income and public order, this could replace the Grain Storage and be a viable sixth building for non-port regions.
  • Liu Bei has a better version bad building, but he gives +4 public order
  • Liu Biao has an awesome building, it’s basically a free school for every Inn you build
  • Lu Bu has a red building, meh
  • Ma Teng has a red building which is bad, but it gives food and public order which is good
  • Sun Jian’s building is situational and the full mercenary armies provided by it are wayyy too expensive early game, especially on Legendary. It’s not worth building for the commerce income alone
  • Gongsun Zhan has a meh administration building, more of a sidegrade as you’re losing a -20% adjacent corruption. Can’t reach 0% corruption with this faction late game.
  • Yuan Shao has a decent administration building, more of a sidegrade as you’re losing a -20% adjacent corruption. Can’t reach 0% corruption with this faction late game.
  • Yuan Shu’s administration building sucks as it reduces his faction’s resource and his resource can give up to +9 free public order which is almost as much as a maxed out Grain storage
  • Zhang Yan’s building can only be built in the mountains I think, but it’s really good. Especially the administrator limit or the loot income buff chains.
  • Zheng Jiang’s buildings suck if you’re playing normally. Both are situational in a bad way. You might be able to make this work, haven’t tried playing a full campaign as her yet tbh.

Also, Yellow Turbans have entirely different building chains. I might edit this if I feel like to playing them later

Purple/Blue Provinces non-port regions

I find that for most provinces you can combine industry and commerce income buildings for a lot of income. Generally, it goes like this

For non-port regions, build in this order going downwards and you can upgrade the buildings as you see fit. The first five buildings are your bread and butter and the last one is a bit flexible. Generally, I stay at Small Regional City for landlocked cities.

1. State workshop(Industry Income)->Grand Treasury Mint(-15% corruption adjacent provinces(Includes province it’s built-in))

  • Just the -15% corruption to adjacent provinces would make this building worth it to build
  1. Inn(Commerce income)->Grand Tea house(More commerce income)
  • The other option gives more % commerce income, but this option gives more overall
  1. Private workshop(Industry and Commerce buff)->Master Lacquerware Artisans(A lot bigger Industry and Commerce buff)
  • Gives a ridiculous amount of % commerce income
  1. Grain Storage (Public order)
  • Costs less than Confucian Temples
  1. Administration Office(+10% income)->Office for Archives and Seals(+15% income and -20% corruption adjacent provinces)
  • I’d spam this with the other option that reduces corruption, as long as a region isn’t terribly unlucky it’s possible to get 0% corruption when you’ve conquered up to 75% of the map
  1. It costs too much food to build it up to this level early to the early-late game.
  • The % commerce income building or a school would be best if you upgrade to this level, especially later in the game where you have too much food and money to spend and nothing to spend it on.

Purple/Blue Provinces port regions

For port regions, I think this is the best order for building buildings. Generally, I stay at Regional City and upgrade my major money provinces to Imperial City

1. Jetties(Starting building)->Grand trading post(+25% commerce income faction-wide)

  • Faction-wide buffs are really powerful and this one is just ridiculous if you think about how many buildings and resources have commerce income
  1. Inn(Commerce income)->Grand Tea house(More commerce income)3. Private workshop(Industry and Commerce buff)->Master Lacquerware Artisans(A lot more Industry and Commerce buff)

    4. Confucian Temples(Public order)

  • This option gives +6 more public order maxed out compared to a Grain Storage. A Grain Storage would be cutting it close as a Grain Storage(+10 public order) and reforms(+8 public order) would be dead even with a Regional City and two resource building’s public order penalty of -18 public order from the 4.0 million population.
  1. Administration Office(+10% income)->Office for Archives and Seals(+15% income and -20% corruption adjacent provinces)
  • Same reason as for non-port regions
  1. State workshop(Industry Income)->Grand Treasury Mint(-15% corruption adjacent provinces)
  • The reason this is built last compared to first like in the non-port regions is that industry doesn’t have many buffs to its income and the port starts with commerce income that can be buffed with the Inn and Private workshop

Green/Food provinces

After you start leveling up your cities their food cost really rises quite rapidly. For the Green provinces like Chen, I generally stay at the level of City. I found the sweet-spot for food income to be around the level of City as that’s when you’ll be able to have the essential buildings, and some nonessential ones, without sacrificing too much food upkeep. Late game you can upgrade the city to get all the buildings to their final levels and then downgrade back to original levels. You can speed up construction by pressing a button on the building you’re constructing.

1. Jetties(Starting building)->Grand trading post(+25% commerce income faction-wide)

2. Land development(Food and peasantry income)->Magnate Estates(More Food and peasantry income)

  • The other options for this tree give you a massive penalty to food that’s not worth it imo
  1. Government support(Food and peasantry income buff)->Winnowing and Machine workshop(Bigger food and peasantry income buff)
  • This option gives more food as you don’t really need the meagre income bonus the other option gives you
  1. Granary(Gives less public order than Temples but it doesn’t cost any upkeep and its public order is more than enough to sustain the province)
  • If you’re in a landlocked province and don’t have the jetties. Some good options would be School, Marketplace upgraded to the Silk faction-wide buff, or the -corruption administration building.
    • As a side-note, if you’re in a province with a City and one resource building, you’ll be at 1.5 million population which gives -6 public order. Because reforms can give +8 public order you can ignore the public order building and build something else that you feel would be useful. But generally, I’d use the above layout as a template and you can change this up depending on the situation
    • As a side-side-note, I found that the public order penalty increases by increments of 2 where at 1.3-1.5 million people you’ll have -6, at 1.6-1.8 million people you’ll have -8, at 1.9-2.1 million people you’ll have -10 public order and so on
    • At 1.8 million people, which is around a small city and two resource buildings, you’ll have -8 public order which is equal to your reforms
    • At 2.0 million people, which is around a city with two resource buildings you’ll have -10 public order which is above the amount your reforms alone can sustain
  1. What else do you need?
  • The Tax collection building gives too much negative public order and while it is possible to get that attractive +450% peasantry income late game(From population and the other Government support building), you can get around and over +1000% commerce income by following this guide.
  • At 5 build slots, you’ll be at the Regional city levels where the food costs really rise to it not being worth it.

What if there is a green and a blue/purple building in the same province?

  • As long as there’s a resource building there that gives commerce or industry income(Blue/Purple), that doesn’t include the port, build for income. There’s probably a way that gives you a bit more money, but this saves you the brain-cells and it’s a not simple way of doing it
  • Keep in mind that Spices and Silk have their own separate income bonuses and the only thing that would affect them if you make it an income province is the anti-corruption buildings

Recruitment province

They aren’t needed in this game as you don’t need buildings to recruit anymore. I generally make some on my more permanent frontiers for the cheaper recruitment cost, garrison, and negative enemy supply.

  • Garrison
  • Recruitment cost
  • Negative enemy supply
  • Grain storage(+reserves)
  • School(+exp)
  • Tax collection

Notes

  • I found that you need some green provinces because as you upgrade your cities, their food cost rises massively. You could probably only afford a couple of Large Regional(-34 food), and Imperial cities(-46 food). Generally, I’d put them in your commerce provinces as they give +% income from commerce.
  • Public order buildings are needed as you upgrade cities and their population grows, usually, I go for some public order reforms on the right side of the tree which you can get by building a tax collection building, getting the reform, then demolishing it.

Resource building chains for the resources that branch out

  • Copper: Copper Coin Mint, -4% corruption faction-wide is too strong not to ignore
  • Fishing: Either one is good, depends on what kind of province you’re going for(Food or Income)
  • Iron: Iron Craftwork town, more income, and military supplies aren’t that important
  • Jade: Jade Trading town, you get a lot more income buffs from commerce than you get from the industry and this option trades -25 industry income for +30 commerce income and trade influence
  • Livestock: Either one is good, generally I go for the option that gives more food
  • Local Pines: Pine Trader camp, gives more income and trade influence, the other option gives military supplies which isn’t that important in your own province
  • Tea: Grand Tea plantation gives more income, trade influence that the other option gives you isn’t that important late game as a lot of people probably hate you and you can only get a couple of trade agreements if any
  • Tools: Industrial Tool Manufacturer, gives more industry income and the other option gives a bit of trade influence which isn’t that important
  • Tradeport: Spice Trading Port City, more commerce income compared to the rest and +50% income from spice faction-wide is pretty good

Kinda Important stuff

  • You need Grand-state workshops to get industrialists, I’d build it in a corner so as to not affect the “-15% corruption to the adjacent provinces” building
  • You also need a Marketplace or Market-wharf building somewhere to get Entrepreneurs, I’d build it in a corner or build it as a sixth building for the same reason above. Keep in mind that the silk chain of this building doesn’t give Entrepreneurs.

This is the ending of Total War: THREE KINGDOMS Basic Income guide guide. I hope it will help you. If there is wrong or you have suggestions, please let’s know and comment us. Have fun.

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