3.26 Kingsmarch gold cost

Hello,

With Kingsmarch being made core it feels that almost all the same content exists but without upgrading of the buildings. That is a nice change to have but to balance that lack of gold sink it appears the answer was to make worker costs exponentially higher. The initial cost being higher makes sense for the gold sink but the cost per hour passes gold sink and goes into unsupportable by a majority of the player base. For example:

I had tier 9/10 miners for 100g an hour in 3.25 but in 3.26 it is 150 an hour just for a tier 1. To fully equip your town with minimum workers at tier 1 will cost as much or more than a well equipped town now. I hope crunching some numbers will clearly show the change is excessive and needs changed else there was no reason to make it core.
Last bumped on Jun 25, 2025, 8:35:51 AM
Same here, can't sustain gold for town at all.

costs per hour too high - even if you focus on only ships OR map runners. You occasionally have to revive merc as well, which makes the hole in the wallet even bigger.

And I'm not talking about black market and currency exchange market which I'd love to use but can't :(
gold cost feels way over done
It's just a problem early on, later with the new influence mod maps you can get like 500k gold in a single map (rarity pedals) and in normal maps with scarabs and all that crap it's also alot of gold you're getting (50-100k per map round about depends on what you're running).

But yeah if you're into sanctum, delve or heist or or something like that still be a problem
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Rikku#7536 wrote:
It's just a problem early on, later with the new influence mod maps you can get like 500k gold in a single map (rarity pedals) and in normal maps with scarabs and all that crap it's also alot of gold you're getting (50-100k per map round about depends on what you're running).

But yeah if you're into sanctum, delve or heist or or something like that still be a problem


500k? why not 5000000B? go higher!


gold cost needs to be tuned down or make gold ALOOOOOOOOOOT more common and higher quant in maps/boss
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Rikku#7536 wrote:
But yeah if you're into sanctum, delve or heist or or something like that still be a problem

Yeah I argued this back at the start of Settlers league. Even though they added gold to those mechanics it's still not enough. It still feels like you need to be running T16/17 maps constantly to keep up with gold costs, especially now that it's used for merc stuff also.
"
Kaelon79#3666 wrote:
Hello,

With Kingsmarch being made core it feels that almost all the same content exists but without upgrading of the buildings. That is a nice change to have but to balance that lack of gold sink it appears the answer was to make worker costs exponentially higher. The initial cost being higher makes sense for the gold sink but the cost per hour passes gold sink and goes into unsupportable by a majority of the player base. For example:

I had tier 9/10 miners for 100g an hour in 3.25 but in 3.26 it is 150 an hour just for a tier 1. To fully equip your town with minimum workers at tier 1 will cost as much or more than a well equipped town now. I hope crunching some numbers will clearly show the change is excessive and needs changed else there was no reason to make it core.




150g per hour?


....


Am I bugged? Most of my level 1 workers are nearly 500 per hour. Hell, a level 1 disenchanter is 1500-2000. And forget anything with a multi-class holding mapping; those are at least 3000 per hour.


A run through the campaign nets you about 45,000, so loading up the farms gets you about 4 hours of work; not even enough to get some ships out of the harbour with half a hold apiece.


Like... what's even the point of the mechanic, now? 8 hours of grinding gold to get two ships out to sea which have a 50% chance of losing 50-100% of the returns? Huh? Why. For 10-15 low-tier crafting currency? You get that just by running a tier-1 map.


Or am I missing the point? Is this like the Grove where I'm supposed to grind for 50 hours just to get a single attempt at something decent? Yah, naw, mate.
"
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Rikku#7536 wrote:
It's just a problem early on, later with the new influence mod maps you can get like 500k gold in a single map (rarity pedals) and in normal maps with scarabs and all that crap it's also alot of gold you're getting (50-100k per map round about depends on what you're running).

But yeah if you're into sanctum, delve or heist or or something like that still be a problem


500k? why not 5000000B? go higher!


gold cost needs to be tuned down or make gold ALOOOOOOOOOOT more common and higher quant in maps/boss


500k is achievable with correct pedals in a good map, my highest in a single map was 410k round about
Last edited by Rikku#7536 on Jun 21, 2025, 10:04:17 AM
This is a specific extreme gold farming scenario tho. And the allflame to give yourself gold-bearing mobs is like 67c each. This is way too much currency to sacrifice for average user to just grind gold.

Normally i run 8-mod t16 with kingsmarch and expedition farm specced (and explicit mod effect yada yada) and i can grind about 20-25k per map. This is pretty good as im not focusing gold farming. Scarab of glittering upped this to 50k per map more or less. As this scarab has been crapped on by juicers (nerfed, doesnt give quant anymore, just rarity) - it's affordable. 10c each to double gold yield is pretty ok.
"
Rikku#7536 wrote:
It's just a problem early on, later with the new influence mod maps you can get like 500k gold in a single map (rarity pedals) and in normal maps with scarabs and all that crap it's also alot of gold you're getting (50-100k per map round about depends on what you're running).

But yeah if you're into sanctum, delve or heist or or something like that still be a problem


Not everyone likes to run these weird mod maps. A minority of players maybe but the majority of players still like to play T16 and nothing above. Beeing forced in content you dont wanna play to achieve something only drives players away.

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