Northgard Battlegrounds

Northgard Battlegrounds/Guides

Northgard Battlegrounds Economy and Shop Guide

Money is tight in this game, and every Krown spent on income is a Krown not spent on fighters. The skill is knowing which purchases pay back before the run ends and which only look good. Here is how the economy works and the habits that keep it working.

Your income each round

Your Banner Hall is the base: 11 Krowns and 4 Lore a round at level 1, rising to 13 and 5, then 15 and 6, as you level it at season changes. Everything else comes on top, and almost all of it depends on where the piece sits. The table shows what each income structure makes at level 1, 2 and 3.

Some of these read your whole settlement rather than their neighbours: Altar of Kings pays per Economy structure you own, and Sheep Fold and Scout Camp pay per empty tile you have colonised. Offering Well is the odd one out. It costs Krowns every round and pays you back in stronger Mystical units, not money.

StructureKrowns per round (level 1/2/3)Condition
Banner Hall11/13/15, plus 4/5/6 Lorealways
Mine2/4/6, plus 1 per villager insideRocky tile
Marketplace2/4/6, plus 1/2/3 per neighbouring Economyanywhere
Farm1/2/3anywhere
Hunter's Lodge1/2/3, doubled on Wildlandsanywhere
Woodcutter1/2/3next to a Forest
Sheep Fold2/4/6 and 1/2/3 Lore per empty colonised tileanywhere
Scout Camp2/4/6 per empty colonised tileanywhere
Altar of Kings1/2/3 per Economy you own, 1/2/3 Lore per Knowledgeanywhere
Offering Wellcosts 1/2/3anywhere

What the shop can show

Every shop shows four structures, and the season sets the odds of each rarity. The table gives the chance for each slot.

Spring can't show a Rare, Epic or Legendary at all. Summer opens Rares at 7% and Epics at 3%, so a fresh Summer shop has roughly a one in three chance of holding at least one Rare or better. Legendaries only start in Autumn, at 2% a slot, about 8% for a whole shop. In Winter they reach 15% a slot, and a fresh shop shows at least one a little under half the time.

Plan around that. A build that needs a Legendary such as Bifrost or Yggdrasil should keep a tile free and hold its own without it until Winter, rather than reroll for it in Autumn.

SeasonCommonUncommonRareEpicLegendary
Spring85%15%0%0%0%
Summer55%35%7%3%0%
Autumn25%45%23%5%2%
Winter15%20%25%25%15%

Rerolls cost more than they look

A reroll costs 2 Krowns, then 4, 8, 16, 32 and 64, doubling every time. Four rerolls in a row cost 30 Krowns, more than a Legendary structure. The first one or two are cheap looks at a new shop; past that, each reroll costs as much as a structure, and you still have to pay for what you find.

Two habits keep this in check. Don't reroll when you couldn't afford what a new shop would show, since a shop full of things you can't buy is wasted. And skip the 16 and 32 Krown rerolls when that money would fill a camp with villagers or finish an upgrade instead.

Stag's Extra Supplies changes the sums: 1, 2 or 3 free rerolls every round by level, which is why Stag boards that hunt copies of one structure lean on it. Fate cards have their own reroll, paid in Lore, starting at 1 and doubling the same way.

Villagers: cheap early, dear late

The first villager costs 4 Krowns and each one after it costs 3 more: 4, 7, 10, 13, 16 and so on, and the shop sells one per round. By the sixth, a villager costs more than an Epic structure.

That rising price makes free villagers worth chasing. A House on a Fertile tile gives you one every round. Among the Fate cards, Lost Wanderer gives one for 4 Lore, Recruitment two for 16 and Shipment from Miklagaard four for 32.

It also decides where a villager goes. In a Warrior or Axe Thrower Camp, a villager is a whole extra unit. In a Mine, it adds 1 Krown a round: a 4 Krown villager there takes four rounds just to pay for itself, and every later villager costs more and takes longer. Past the early rounds, keep villagers out of Mines.

Damage before income

Buy damage early. Without fighting camps you lose the first rounds, and economy you paid for with lives is expensive economy. Boards that go too greedy in Spring and Summer, with too small an army, are the ones that run out of lives before their income pays off.

When you buy a buff, count the bodies it lands on. Hunter's Lodge gives +6/12/18 Damage to the units of every camp beside it, so it is worth far more next to a camp that sends many units. A Sentry Camp with six Sentries under a small buff out-damages a one-unit camp under a big one.

Sentry Camp is weak on its own, though: it sends one Sentry per Civilian structure, six at most, so it only works on a board with four to six Civilian pieces plus a Farm and a Hunter's Lodge to back them. Make sure you can kill everything in the Summer creature round as well; every kill drops Krowns.

Economy pieces that also fight

The best income pieces do a second job. Hunter's Lodge counts as Economy and gives neighbouring units Damage, so on Raven it feeds Refined Weaponry and the camp beside it at once. Farm pays 1/2/3 Krowns and gives neighbouring units +25/50/75 Health. Sheep Fold pays per empty tile and gives its neighbours Health and Regen.

Economy pieces also power the structures that count them. Kobold Camp speeds up with every Economy structure you own, Altar of Kings pays per Economy, and Liv's Duelist's Cunning adds Damage per Economy on each crit. Marketplace earns 1/2/3 more for each Economy beside it, so cluster them, and a Hunter's Lodge on a Wildlands tile pays its Krowns twice.

Saving Krowns

Most boards should spend what they earn. A few structures read your bank instead: Mercenary Camp sends one Mercenary per 6 Krowns you hold, four at most, and Naglfar's Son of Hrymr gains Health and Frost for every Krown in the bank. With either on the board, keep the bank full and spend only what comes in above it. If you spend down every round, skip Naglfar: with an empty bank it fights at its base Health.

Cashing out in Winter

Economy pieces are worth less every round, because fewer rounds are left to earn in. Don't hold them deep into Winter. Late fights are won by armies, and a board still carrying Mines and spare Civilian pieces loses them. Sell them for fighters, or for a piece that does more: a Mine sold for Altar of Kings, or for a second Healer's Hut, is a common Winter swap.

Selling returns some of the Krowns you paid and every villager inside, so the swap costs less than it looks. When you leave Civilian pieces behind, sell your Sentry Camp too, since it sends one Sentry per Civilian structure. And Wealth from Wisdom turns a Knowledge structure's Lore into Krowns, which helps once your Fate card picks are done.