Gold Mine

From A World of Ice and Fire Wiki
Jump to navigation Jump to search

General Notes:

  • (1) Payment each day is influenced by the amount of troops in your party, their quality is not a factor as you will earn the same no matter if it is a peasant or a robber knight captain, higher quality troops increase your expense at the end of the month therefore Slaves and Peasant Women are most optimal.
  • (2) The profit off a single prisoner working in the mines is static, meaning that it is forever the same and doesn't get influenced by the prisoner's quality. You gain 10 stags per prisoner working in the mines each week.
  • (3) To avoid a breakout in the mines the player must have a 1:1 ratio of guards and prisoners, the quality of either is not a factor.

More small things to note ~

Please remember that you pay your guards a higher price each month when you station them in the gold mine, see my leadership calculations below, for example instead of 1 you pay 4 stags for Peasant Woman.

The first troop you move to be a guard in the mine will be forever locked to the mine, so if you put multiple they will stay there forever, make sure it isn't one you value. For the love of god do not put Unsullied in the mine, it'll take for 50 of them 1050 days for them to just return the investment, doubt your playthrough would last long enough to be worth the sudden loss of 75,000 stags early in the game.

Tips to ensure profit:

1. A good way to recruit the two most efficient troops for the goldmine is through increasing relations with either the faith of the Seven Faced God in Westeros or R'hllor in Essos, by going around septries or temples the player can choose to ask if anyone is willing to join them and on occasion, slaves and peasant women would offer their services (described as widows in the ingame event).

2. In cities owned by Volantis like Volon Theyrs, Selhorys, Valysar and of course Volantis, the player can recruit on occasion a troop called Volantine Slave, the only level 5 troop in the game which at later leadership levels equals slaves and peasant women profit margin.

3. Due to the fact that quality of the troop guarding and the quality of the prisoners working doesn't matter, technically the best way to ensure the biggest profit would be to put the worst troops like faction peasants and thieves as prisoners, if you come across peasant women or slaves, it is more worthwhile to attempt to recruit them as they are scarce.

4. Thief parties among other outlaw parties sometimes have peasant women as prisoners or as troops, defeating and enslaving them can help you get a bigger work force in the mine.

5. One could make their settlement near the gold mine and stockpile prisoners/guards for their eventual career retraining.

At leadership level 0 the following troops are worthwhile:

You profit 6 stags for placing one Peasant Woman or a Slave^(1) (level 4).

You profit 4 stags for placing one Volantine Slave (level 5) or a Camp Woman (level 7).

You profit 3 stags for placing one peasant of any faction (level 7).

Examples of Leadership Effects on Mining:

At leadership 1 you begin to break even when placing a Thief (level 8).

At leadership 3 you begin to profit one stag per Thief.

At leadership 5 you begin to break even when placing a Farmer.

At Leadership 7 you begin to profit one stag per Farmer and both Volantine Slave and Camp Woman are equal to Peasant Woman and Slave in profit.

At leadership 9 you achieve the highest possible profit per troop (leadership 10 doesn't seem to affect the profit margin further):

Profit examples:

You profit 6 stags for placing one Peasant Woman or a Slave (level 4).

You profit 6 stags for placing one Volantine Slave (level 5) or a Camp Woman (level 7).

You profit 5 stags for placing one peasant of any faction (level 7).

You profit 3 stags for placing one Thief (level 8).

You profit 2 stags for placing a Farmer (level 15).

Note:

Female slaves, not to be confused with the hireable Myrish Peasant that (funnily) upgrades to a troop called slave which is not cost efficient.