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Tomb Kings armies cost no gold to recruit, and their units have no upkeep—but that does not make armies unlimited or the campaign economy irrelevant. Your army count is gated by dynasty unlocks, most stronger units are limited by recruitment capacity, and settlement development still needs money and growth. The practical goal is to build enough income to develop the settlements that unlock the forces you want, then spend your army slots and Canopic Jars where they solve the campaign’s biggest constraint.

This guide covers the Tomb Kings in Total War: WARHAMMER II, the edition addressed by the official Total War Academy campaign guide. The official Steam listing also identifies the Rise of the Tomb Kings DLC as playable in Total War: WARHAMMER III’s Immortal Empires campaign. Because the mechanics guide is for WARHAMMER II, check the rules in your own campaign if you are playing a different edition or version.

What “no upkeep” does—and does not—mean

The Tomb Kings’ signature economic advantage removes two major gold costs: recruiting units is free, and units do not charge upkeep. That makes it possible to keep forces in the field without a recurring unit bill. It does not mean every army is available immediately, that every unit can be recruited in any quantity, or that settlement development costs nothing.

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There are two separate limits to keep in view:

  • Army slots: the faction can field only a limited number of armies at a time. Awakening a Nehekharan dynasty is one way to gain another slot; Canopic Jars can also be used for an additional army option.
  • Unit capacity: most higher-tier units have a capacity limit tied to the relevant buildings. Building the right structure unlocks a unit and adds capacity, rather than opening an unlimited supply of that unit.

At the start, Skeleton Warriors and Skeleton Spearmen are the two limitless unit types, according to the Total War Academy guide. They are the dependable foundation for filling out forces while the settlements needed for more specialized recruitment are still developing. “Limitless” applies to those two unit types; it should not be read as a promise that the faction can field limitless armies or unlimited quantities of every unit.

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The Academy sums up the distinction directly: “The Tomb Kings have a limitation with the number of armies that they can field at one time, and must awaken more Tomb Kings to command further armies.” The practical implication is that free recruitment answers the question of what units cost, while army slots and recruitment capacity answer how many forces and which kinds of units you can actually field.

Gold therefore matters mainly as development fuel: it helps pay for buildings and settlement upgrades. If you spend it on military construction everywhere, you may slow growth and delay access to stronger recruitment tiers. The Academy recommends cheap income buildings across the realm, while cautioning that military buildings can impede growth.

Build the economy around the units you actually want

A useful economic plan is not “build every military structure as soon as possible.” It is to identify the unit types that will improve your campaign, create capacity for those units, and preserve enough growth to reach the buildings that unlock them. The official guide specifically advises developing the faction capital more deeply when pursuing higher-tier units, rather than upgrading minor settlements indiscriminately.

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This is a sequencing problem, not simply a choice between income and military access. Cheap income infrastructure supports the treasury; growth makes more advanced development possible; and selected military buildings convert that development into recruitment access and capacity. A settlement plan that gives every site an immediate military role can leave the faction short of the growth needed to progress its most important recruitment center.

1. Establish a base of income

Use inexpensive income infrastructure in settlements where it fits your development plan. This creates treasury for construction and expansion without committing every available building choice to military recruitment. There is no universal income target in the Academy guide, so judge the pace by what you need to build next: if you cannot afford the development that unlocks your chosen roster, prioritize revenue before adding more military structures.

Think of income as the means to keep your settlement plan moving, not as a reason to accumulate gold without a next step. Before choosing another building, identify whether the immediate constraint is affordability, growth, a unit unlock, or capacity. Each points toward a different development choice. The fact that units do not drain the treasury every turn gives you breathing room, but it does not eliminate those upfront costs.

2. Choose a recruitment goal before adding capacity

Pick the unit types that address your current campaign needs, then build the structures that unlock them and raise their capacity. This avoids spending settlement slots on recruitment options you are not ready to use. A force built around the two limitless skeleton types can keep operating while you establish the settlements and capacity for stronger units.

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Separate the question “Can I unlock this unit?” from “How many can I recruit?” The relevant building matters for both, but the Academy describes it as unlocking units and adding capacity—not as removing the limit. Plan capacity around the role you need that unit to fill, rather than assuming that one building will provide an unlimited pool. If a unit type is limited, remember that future losses may take time to replace if the supporting capacity is already occupied.

3. Preserve growth for the capital

Growth is the route to higher settlement tiers and stronger recruitment access. Military buildings may offer earlier battlefield options, but too many can stifle development and push advanced units further away. If your goal is a stronger roster, concentrate development in the faction capital and avoid upgrading every minor settlement just because the treasury permits it. Keep growth in reserve where it will help you reach the next meaningful recruitment tier.

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The Academy cautions that “More enticing military buildings can be used to bolster forces in the early game, but it can quickly stifle growth and development, thus preventing you from getting to the later, and far stronger, units in the roster.” That is a real trade-off rather than a ban on early military construction: an immediate recruitment option can help now, while excessive investment in such buildings may postpone the deeper development that gives access to stronger units later.

When comparing a military building with an income or growth-oriented choice, ask whether the military option solves a current need or merely adds another possibility. If the faction capital still needs development to reach the recruitment tier you are working toward, preserving growth there may be more valuable than scattering upgrades among minor settlements.

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4. Protect the settlements that provide capacity

Capacity is tied to buildings, so losing a settlement that contains a unit-capacity building lowers the faction’s capacity for that unit. Units already in your armies are not removed, but the faction can end up above its new cap. That makes settlement defense part of recruitment planning: the settlement that unlocks a unit is also an asset that sustains future recruitment of it.

When deciding which settlements need the strongest protection, consider what each one contributes. A settlement with a unit-capacity building may be strategically important even if it is not your richest province. Losing it can constrain future recruitment precisely when you are trying to replace casualties or expand your armies.

There is an important difference between losing access to capacity and losing units already in the field: the Academy says the latter are not removed. Still, being over the reduced cap is not a reliable long-term recruitment plan. Protect the building if you expect to need more of that unit type, and revisit your recruitment expectations after any settlement loss.

Manage army slots and dynasty research together

More armies are valuable because they add battlefield presence without creating a unit-upkeep bill. But an additional army slot is not the same thing as free campaign progress. One of the six major Nehekharan dynasties grants another army slot, and researching a dynasty makes the next dynasty take longer to research. The extra army therefore competes with the pace of later dynasty unlocks.

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Capturing settlements—especially major settlements—improves research progress, according to the Total War Academy. This makes expansion relevant to dynasty timing as well as territory: settlement gains can help counterbalance the slower research pace that follows a completed dynasty.

Before selecting a dynasty, compare what the campaign needs now with what you will delay:

  • Take the army slot when another force has an immediate job. It may help you cover a front, protect settlements, or continue a campaign that would otherwise stall. The slot has more value when you can fill it with useful units and put it to work.
  • Weigh the next research delay. Completing a dynasty slows the following dynasty’s research. If another unlock is central to your plan, consider whether the immediate army is worth pushing it farther away.
  • Account for the settlement economy behind the army. Units have no upkeep, but useful recruitment still depends on capacity buildings, growth, and the treasury to develop them.

There is no verified universal dynasty order or turn-by-turn build that is best for every campaign. Priorities vary with campaign, faction, difficulty, and game version. Treat the extra slot as a strategic choice, not an automatic button to press as soon as it appears.

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The count matters when weighing the long game: the Academy identifies six major Nehekharan dynasties, not a limitless sequence of free army unlocks. One of those grants an army slot, while dynasty research as a whole has a pacing consequence for the next dynasty. Your comparison is therefore not simply “army now versus no army”; it is immediate field strength against the timing of future research benefits and unlocks.

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Spend Canopic Jars according to your current bottleneck

Canopic Jars are a strategic currency separate from gold. The official materials list battles, settlements, dilemmas, missions, and buildings among their sources. They can be used for several competing purposes, including Mortuary Cult items, Legions of Legend, rites, dynasty-related unlocks, and an additional army option.

Because jars support different kinds of advantage, there is no single best purchase independent of the campaign. Start with the constraint holding you back:

Current need Option to consider Trade-off
You need another force for an immediate campaign task. An additional army option. More battlefield coverage uses a finite resource that could support other unlocks or benefits.
Your army count is sufficient, but you need a specific character or stronger unit option. Hero capacity or a Legion of Legend, where available through the relevant system. Improves a particular capability rather than simply adding another army slot.
You want equipment or other focused character benefits. Mortuary Cult items. Jars spent here are unavailable for armies, rites, or other unlocks.
A rite or dynasty-related unlock fits the campaign’s immediate plan. The relevant rite or unlock. Its value depends on timing and the benefit you need; spending jars elsewhere delays it.

The table is a decision aid, not a fixed priority list. The correct purchase depends on whether your main shortfall is army presence, character strength, elite options, or a campaign benefit. Avoid treating every jar as spare currency: choosing one use means giving up the chance to apply those jars to another bottleneck for now.

Jars come from more than battles. Settlement gains, dilemmas, missions, and buildings are also listed as sources in the official materials. That means jar planning is connected to ordinary campaign activity: review what the current objective or settlement plan is likely to provide, then compare it with the purchase you want to make. The sources do not establish a universal amount or a fixed earning rate, so do not budget around a specific total without checking your campaign.

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Army slots, elite-unit options, rites, and items are not interchangeable purchases. If the front needs coverage, an additional army option may address the immediate problem; if the army roster is adequate, spending toward an item or a Legion of Legend may make more sense. A rite can fit a particular campaign moment, while dynasty-related spending changes the mix of available benefits. The point is to identify which kind of advantage matters now, rather than treating the largest-looking purchase as automatically best.

Recruit, replenish, and replace forces efficiently

Free recruitment changes how you should think about damaged armies. The Total War Academy explicitly advises considering disbanding wounded, inexperienced units and recruiting fresh ones when replenishment would take longer. This is a situational option, not a blanket rule: compare the time needed to recover the existing unit with the value of keeping it and the availability of capacity for its replacement.

  1. Check what is damaged. Identify whether the problem is a few wounded units or a force that has lost much of its effectiveness.
  2. Compare recovery with replacement. If replenishment is taking too long, consider disbanding wounded, inexperienced units and recruiting fresh ones, following the Academy’s guidance.
  3. Check unit capacity before relying on a replacement. Free recruitment does not bypass the cap for most stronger units. If capacity is already used, you may not be able to replace a limited unit in the way you expect.
  4. Keep the army’s job in view. A force needed immediately may be worth maintaining while it recovers; a force with time to spare can be a better candidate for replacing slow-to-recover units.

Do not assume every unit can be replaced in unlimited numbers. The two starting skeleton types are limitless; most other unit types depend on capacity from their recruitment buildings.

Replacement only helps if the campaign can recruit the unit again. For a limitless Skeleton Warrior or Skeleton Spearman, the stated starting-unit limit does not impose a capacity cap. For most other units, check the relevant building and available capacity first. If a supporting settlement has been lost, your existing units remain, but the faction’s reduced capacity can affect future recruitment. Free recruitment removes the gold charge; it does not remove these availability checks.

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Common mistakes that make the economy feel tight

Assuming zero upkeep means gold is irrelevant

Buildings, settlement development, and expansion still need funding. The advantage is that units do not consume gold each turn, not that your treasury can be ignored. If development stalls, you may have plenty of free skeletons but lack the growth, buildings, or capacity to recruit the units you want.

Building military structures in every settlement

More military buildings can provide earlier recruitment choices, but the Academy warns that they can stifle growth and delay stronger roster options. Build toward a deliberate recruitment goal, and prioritize capital development when the plan depends on later tiers.

Treating army slots as unlimited

Free unit upkeep does not remove the faction’s army cap. Dynasties and the Canopic Jar option are relevant because another army slot is a distinct unlock, not a consequence of being able to recruit units without paying.

Ignoring the risk to capacity settlements

A settlement loss can reduce a unit’s capacity even though existing units remain in the field. If you are relying on a limited unit type, losing the building that supports it can make future recruitment or replacement harder.

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Spending Canopic Jars without naming the need

Jars can fund several worthwhile things. Spending them on an army, an item, a rite, a Legion of Legend, or a dynasty-related option may all be defensible, but each choice leaves fewer for the alternatives. Identify the current bottleneck first instead of accumulating a collection of purchases without a campaign purpose.

Copying an old cost list as if it were a current build

Older guides and community posts can offer historical context, but numerical costs and jar prices may reflect a different balance state. The official campaign guide gives strategic principles rather than a current turn-by-turn shopping list. Use the values displayed in your own campaign instead of relying on old price examples as universal recommendations.

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Edition and campaign context

The mechanics described here follow the Total War Academy’s Tomb Kings campaign guide for Total War: WARHAMMER II. The official Steam page for Rise of the Tomb Kings lists the DLC as requiring either Total War: WARHAMMER II or Total War: WARHAMMER III, and includes Immortal Empires among the supported WARHAMMER III content.

The DLC page also lists four playable Legendary Lords and four unique Tomb Kings rites. Those figures describe the DLC’s listed content; they do not establish an optimal economic build or a universal order for dynasty research. The Steam / SEGA listing dates to 2018. The Academy guide does not display a publication year, so its guidance should not be assigned a date it does not show. Likewise, numerical costs circulated in older guides and community posts should not be treated as current recommendations without confirming them in the campaign version being played.

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The DLC’s Eye of the Vortex objective description refers to nine cursed Books of Nagash. That campaign detail is separate from the economy advice here: it does not change the basic distinction between free recruitment, limited army slots, and building-based capacity. If you are choosing a campaign or edition, use the official store listing to confirm the DLC and campaign content available to you; do not infer an economic strategy from the content count alone.

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There is no need to invent a universal income target, exact jar budget, or best dynasty sequence to make the system understandable. The reliable planning pattern is to fund development, preserve growth where it unlocks the units you want, defend capacity buildings, and compare an immediate extra army with slower future research. Check specific costs and capacity in the campaign version you are playing.

Frequently Asked Questions

Can someone explain the Tomb Kings economy to me?

The short version is that recruiting units is free and units have no upkeep, but the faction still pays for settlement development and is limited by army slots and capacity for most stronger units. Skeleton Warriors and Skeleton Spearmen are the two limitless starting unit types. Build income infrastructure to fund development, preserve growth for the faction capital when pursuing higher-tier units, and use the appropriate buildings to unlock and add capacity for other units.

Can Tomb Kings recruit unlimited armies because there is no upkeep?

No. The number of armies is limited. One of the six major Nehekharan dynasties grants another army slot, and Canopic Jars can also be used for an additional army option. Unit upkeep being zero removes a recurring cost, not the army-slot limit.

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Are all Tomb Kings units unlimited?

No. The Total War Academy identifies Skeleton Warriors and Skeleton Spearmen as the two limitless starting unit types. Most higher-tier units require the relevant buildings, which unlock recruitment and add capacity.

What happens if I lose a settlement with a unit-capacity building?

Your capacity for that unit falls, but units already in your armies are not removed. You may be above your new cap, so future recruitment of that unit can be constrained. This is why defending capacity settlements matters even when they are not your richest holdings.

Should I unlock another dynasty as soon as I can?

Not automatically. A dynasty can provide another army slot, but researching one makes the next dynasty take longer. Compare the value of another army now with the timing of future dynasty research and the campaign benefits you expect to need. Capturing settlements, especially major settlements, improves research progress according to the Academy guide; there is no verified universal dynasty order.

What should I spend Canopic Jars on first?

There is no single best purchase for every campaign. Jars can support Mortuary Cult items, Legions of Legend, rites, dynasty-related unlocks, hero capacity, and an additional army option. Spend according to the current bottleneck—army presence, character or elite options, or a campaign benefit—and remember that the listed sources include battles, settlements, dilemmas, missions, and buildings.

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Should I disband wounded Tomb Kings units and recruit new ones?

It can be worth considering when wounded, inexperienced units would take longer to replenish, as the Total War Academy advises. Check whether the replacement is available: most stronger units are capacity-limited, while Skeleton Warriors and Skeleton Spearmen are limitless starting options. It is not a blanket rule for every damaged unit or every situation.

Does this guide apply to WARHAMMER III Immortal Empires?

The mechanics discussed here follow the Total War Academy guide for WARHAMMER II. The official Steam listing says the Rise of the Tomb Kings DLC is playable in WARHAMMER III Immortal Empires, but this guide’s mechanics source addresses WARHAMMER II. Confirm details in the version and campaign you are playing.

The Bottom Line

Tomb Kings recruitment is free and units have no upkeep, but your economy still determines how quickly you can develop settlements, unlock capacity, and build the forces you want. Use cheap income infrastructure, protect capacity buildings, reserve growth for important recruitment goals, and treat dynasty research and Canopic Jars as choices among competing benefits—not as unlimited sources of armies.

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