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Tomb Kings recruitment is free, but your faction is constrained by unit capacity, army slots and Canopic Jars rather than ordinary upkeep. Skeleton Warriors and Skeleton Spearmen start with unlimited capacity; stronger units need the right buildings. Dynasty research adds army slots and, after Patch 6.3, more unit capacity. Canopic Jars come from campaign actions and fund Mortuary Cult items, Legions of Legend, capacity options and several new decrees.
The key is to treat these as three linked but separate systems: buildings and technologies determine which units you can field, dynasty research determines how many armies you can command, and the Mortuary Cult turns Jars plus other resources into permanent upgrades or short-term campaign advantages.
How Tomb Kings unit caps work
Tomb Kings do not pay the normal monetary upkeep for recruitment. Instead, each unit type is limited by a faction-wide capacity pool. The pool is supplied primarily by military buildings and modified by technologies, so the number shown for a unit is shared across all of your armies rather than being a separate allowance for every army.
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Free recruitment does not mean unlimited recruitment
The two basic units, Skeleton Warriors and Skeleton Spearmen, begin as limitless units. You can raise them without first creating capacity for them. Higher-level units work differently: the specific military building that unlocks a unit also grants an initial capacity, and additional copies of that building increase the available capacity.
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| Recruitment category | What controls availability | What to remember |
|---|---|---|
| Skeleton Warriors | Limitless starting capacity | They are available without a capacity building. |
| Skeleton Spearmen | Limitless starting capacity | They are the other basic unit with no starting cap. |
| Higher-level units | Their specific military building and later capacity increases | Each qualifying building supplies an initial amount; more copies raise the faction-wide pool. |
| Technology-modified capacity | Research effects, including dynasty technologies | Capacity bonuses apply to the faction pool, not to one army only. |
Why capacity is faction-wide
A capacity building in one settlement supports recruitment throughout the faction. You do not need to place the building in the same province as the army that uses the unit. This makes settlement development and military security strategic priorities: losing a developed settlement can reduce your available cap even when the army that benefited from it is far away.
What happens when you lose a capacity building
If an enemy captures a settlement containing a capacity building, the faction-wide cap drops immediately. Units already recruited do not disappear, however. Your existing armies can temporarily contain more copies than your current cap allows. The excess is not a free way to recruit indefinitely; it is the result of having lost the infrastructure that supported units already in the field.
Use that temporary over-cap state to stabilize the front, recapture the settlement or replace the lost building. Avoid disbanding valuable units simply because the displayed capacity is temporarily negative. The immediate problem is future recruitment, not automatic destruction of existing troops.
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- Identify the bottleneck. In the recruitment panel, note which unit is unavailable or shows no remaining capacity.
- Locate its military building. Construct the building that unlocks that unit in a secure settlement, or add another copy where the building chain permits it.
- Protect the infrastructure. A building that raises capacity is a strategic asset even if the settlement is not on your current front.
- Use technology deliberately. Dynasty technologies and other research can add capacity; account for those bonuses before spending construction time on another building.
- Recheck after conquest or loss. Capturing a settlement may restore a cap, while losing one can create a temporary over-cap situation.
Because recruitment itself is free, the limiting cost is usually time, building slots and access to capacity. A large treasury does not let you bypass a missing unit cap.
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Dynasties: army slots, lords and research time
Tomb Kings can command only a limited number of armies at once. Researching one of the six major Nehekharan dynasties awards an additional army slot. This is the main reason dynasty research matters even when you are not immediately interested in the dynasty’s lord or unit bonus.
What each dynasty research provides
- One army slot: researching a major dynasty increases the maximum number of armies you may field.
- A dynasty lord at the top technology: the final technology in a dynasty can unlock a more powerful lord associated with that dynasty. Standard Tomb King lords remain available.
- Unit-capacity effects after Patch 6.3: Creative Assembly states that each dynasty generally adds +2 capacity for non-large units and +1 for the relevant large unit. The exact relevant unit depends on the dynasty’s technology effect.
- Increasing research time: every dynasty you research makes the next dynasty take longer, so the order has a campaign-wide opportunity cost.
Capturing settlements, particularly major settlements, improves research speed. Expansion therefore does more than provide income and territory: it can shorten the wait for later army slots.
Why there is no universally best dynasty order
The official campaign material establishes what dynasty research does, but it does not prescribe one optimal sequence. Your best choice depends on four variables:
| Decision axis | Question to ask | When it should dominate your choice |
|---|---|---|
| Army-slot timing | Do you need another army immediately to defend or conquer? | Prioritize the dynasty whose research completes soonest or fits your current timing window. |
| Roster fit | Which dynasty’s capacity bonus matches the units you plan to mass? | Choose the bonus that removes a real recruitment bottleneck rather than a unit you will not use. |
| Dynasty lord trait | Will the top-tier lord improve the role of the army you are building? | Value it when a campaign needs a specialist commander, not merely because it is available. |
| Research slowdown | Can your economy and expansion tolerate a longer wait for the next dynasty? | Delay a marginal dynasty when another army slot or a faster technology has greater immediate value. |
A practical dynasty-selection method
- Set the next army’s job. Decide whether it will defend the capital, hold a conquered region, hunt an enemy stack or push into new territory.
- List the units that job requires. Compare that roster with the dynasty’s capacity effects. A bonus is valuable only if it supports units you can and will recruit.
- Check the research clock. Include the longer duration imposed by earlier dynasty research and any research-speed gains from recently captured settlements.
- Evaluate the lord as a package. The top technology can unlock a stronger dynasty-associated lord, but standard lords still fill ordinary roles if the special lord is not worth the delay.
- Reserve capacity for the next breakpoint. Do not spend resources on a short-term advantage if finishing the dynasty or adding the next army slot is what allows the campaign to continue.
Patch 6.3 changed the calculation
Patch 6.3 reduced the research penalties attached to the six “Wisdom of the … Dynasty” technologies and added effects to them. The new capacity bonuses mean dynasty research now improves both command capacity and, usually, the size of the roster you can field. Older guides that describe only the army-slot and lord benefits are incomplete for a 6.3 campaign.
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Canopic Jars and the Mortuary Cult
Canopic Jars are a strategic currency used through the Mortuary Cult. The Total War Academy campaign guide lists winning battles, taking settlements and dilemmas as sources. Patch 6.3 adds post-battle kills, so a victorious army can earn Jars from the number of enemies it kills as well as from the battle outcome itself.
Where Jars come from
- Winning battles: successful battles can award Jars.
- Post-battle kills: Patch 6.3 added kills after battle as an additional source.
- Taking settlements: conquest can provide Jars when a settlement is captured.
- Dilemmas: campaign dilemmas may offer Jars as one of their outcomes.
Jar income can feel strong early and less noticeable later. Liam Newman, a Senior Live QA Technician, described the design issue this way: “Canopic jars can feel like they tail off mid-campaign and feel like a resource that could be used for more than solely increasing army capacity.” Patch 6.3 addresses that by widening the ways you can spend them.
What the Mortuary Cult can buy
Jars are not spent alone in every transaction. The Mortuary Cult combines them with gold and trade resources to produce several kinds of value:
| Use | Value type | Best question before purchasing |
|---|---|---|
| Magical items | Permanent equipment for characters | Will the item improve a lord or hero you expect to keep using? |
| Legions of Legend | Access to special, powerful units | Does the Legion solve the army’s current battlefield problem? |
| Dynasty capacity options | More room for armies or related dynasty progression | Does this unlock the next army or capacity breakpoint? |
| Hero capacity options | More room to recruit heroes | Is hero availability limiting scouting, support or army performance? |
| Nehekharan Decrees | Short-term campaign effects | Would immediate cash, faster research or a garrison sally prevent a larger loss? |
| New banners | Additional battlefield customization | Does the banner fit the army’s composition and current opponent? |
Patch 6.3 specifically adds Nehekharan Decrees for a quick cash injection, research rate or garrison sally, and adds new banners to the Mortuary Cult. The final 6.3 release notes also state that Canopic Jar payments for dynasty technologies were corrected, so a current game should charge the intended amount rather than the erroneous amount seen in earlier versions.
A spending order that preserves flexibility
- Reserve the next required amount. Keep enough Jars for the next army-slot, dynasty or hero-capacity breakpoint that your plan depends on.
- Check the campaign bottleneck. If you cannot field the next army, capacity is usually more valuable than an item. If armies are available but a siege is stalled, a decree or Legion may have greater impact.
- Compare permanent and temporary value. Items, banners, Legions and capacity can keep paying off; cash, research and a garrison sally are strongest when they change an immediate turn or battle.
- Include non-Jar costs. A purchase may also require gold and trade resources. Make sure the complete cost will not delay construction, recruitment or diplomacy.
- Reassess after every major conquest. New settlements, research-speed gains and changed fronts can make a previously attractive purchase less urgent.
No official source identifies one correct purchase sequence. Spending should follow the campaign’s present constraint, not a fixed shopping list.
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How the three systems interact in a campaign
Think of the systems as three different ceilings:
- Unit capacity determines how many copies of specific units the faction can recruit.
- Army slots determine how many separate armies can exist at one time.
- Canopic Jars provide optional upgrades and some capacity-related purchases, but they do not replace the military buildings required for higher-level units.
A common progression is to research a dynasty for an additional army slot, build the military infrastructure that army needs, then use Mortuary Cult resources to solve whichever bottleneck remains. For example, a new army slot is not immediately useful if the roster is blocked by missing capacity buildings; conversely, a large unit cap does not help if the faction cannot field another army.
When a settlement falls, the order can reverse. Your cap may drop while existing armies remain over capacity. Protect those armies, recover the settlement or rebuild the lost chain, and avoid spending Jars on a temporary luxury until the structural deficit is fixed.
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“Recruitment is free, so I can raise anything.”
Free recruitment removes ordinary monetary upkeep from the equation; it does not remove capacity limits. Build the military chain for every higher-level unit you intend to use.
“The cap is per army.”
It is a faction-wide pool. Moving a unit to another army does not create new capacity, and recruiting in a different province does not bypass the limit.
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“Losing the building deletes my units.”
Existing units remain. The cap falls, creating a temporary over-cap state that blocks further recruitment until capacity is restored.
“Every dynasty gives only an army slot.”
Patch 6.3 also gives dynasty technologies capacity effects, typically +2 for non-large units and +1 for the relevant large unit, while the top technology can unlock a dynasty-associated lord.
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1Repair Windows errors before they cause bigger problems2Fix the driver behind crashes, sound loss and screen glitches3Clear out junk files and repair common Windows errors“Jars are only for capacity.”
The Mortuary Cult also supports magical items, Legions of Legend, hero capacity, Nehekharan Decrees and new banners. Compare those options with your next capacity breakpoint before spending.
“An old guide’s research times and Jar costs must still apply.”
Patch 6.3 changed Jar income and uses, reduced dynasty research penalties and added capacity effects. Verify the current in-game values and later patch notes before following an older build order.
Campaign access and version context
SEGA’s Immortal Empires ownership guide lists Rise of the Tomb Kings as the campaign pack that unlocks Settra, High Queen Khalida, Grand Hierophant Khatep and Arkhan the Black. The same guide lists the Bone Giant as a unit included with that pack. Immortal Empires released on August 23, 2022, and the support page was updated June 18, 2026.
The Total War Academy campaign guide describes the core cap, dynasty and Jar systems, while Creative Assembly’s Patch 6.3 developer material documents the later changes. Those sources establish the mechanics; your optimal order still depends on the map position, enemies, roster and current bottleneck.
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