How to Earn 6,500,000 Gold in Fable III
Wait, so you need 6,500,000 gold?
Sadly so. Yes, your early days of revolution in Albion are fairly easy-peasy, but eventually Fable III players will have to raise more than 6,500,000 gold in order to save their poor kingdom from certain doom. At whose hands? Well, play the game and you'll find out.
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The Paths of Kingship
As you've doubtless noticed, there are roughly two ways to run a game of Fable III:
- The first is to be a nice prince or princess. You make all the good decisions, you're decent to the people of Albion and you're well-liked. Unfortunately, this method will come back to bite you in the butt when the time comes to earn gold.
- The second is to be an absolute jerk. There are plenty of abhorrent options in Fable III, and though they'll make your character into a tyrant, he or she will also have a really easy time late in the game - assuming they don't steal from the treasury.
Evil characters have it made. Saving Albion as a tyrant is fairly easy, as there are lots of late-game options that are quite abhorrent, but which save tons of cash and give the treasury almost every piece of gold it needs.
What about those poor, virtuous players who want to save their homeland from imminent destruction, however? This page is primarily for them, detailing methods of keeping the citizenry happy while also keeping them alive.
A Quick Overview of the Money-Making Problem
Partway through the game, thanks to a combination of alliance-building and monster combat, your hero becomes the king or queen of Albion. When this happens they become aware of a coming threat that will wipe out most of the people of Albion - if they don't sufficiently prepare. 6,500,000, earned over the span of a year, is necessary to avert catastrophe.
After being crowned the character is introduced to the kingdom's treasury, a rather bare room with a fair amount of gold sitting in a nearby pit. This little pit needs to be bolstered greatly in order to save Albion - though it suffers from the constant needs of the kingdom, proposed by the various people you've met during the game and your assistant, who often deals with issues of taxation and policy.
To be a well-liked monarch, you need to agree to virtually every 'good' proposal thrown in front of your nose. This drains the treasury beyond the breaking point, however, and though there are a few money-making plots built into the storyline most of the money will have to be earned via side quests and passive income. Note, too, that 6,500,000 doesn't cover every cost: a safer estimate would come in the 9,000,000 range, as the proposals suck money away from the kingdom. Ouch.
STEP ONE: Start Early with Jobs!
Though this rather massive problem doesn't manifest itself until late in Fable III, it's best to get started on money-making rather early on - indeed, as soon as you arrive in Brightwall. It's here that jobs start appearing, and jobs are ideal for making money. Why? Because:
- They're quick;
- They're reliable;
- They can be upgraded early, and at a minimal cost; and best of all,
- They're alignment neutral. You'll be viewed as neither good nor bad for doing a job. Lots of good jobs don't pay nearly as well, to boot.
The job options (Blacksmith, Pie Maker or Lute Hero) are all roughly the same profit-wise, so sample all three and stick with the one you like most. Don't bother upgrading the other two until you've hit the end of the game and are looking to get every Achievement.
All that said, however, you won't be saving the money you make from jobs. No, that goes into the second step -
STEP TWO: Buy Property!
Over the long haul, property is, by far, the best way to earn money in Fable III. The cash flow is slow at first, but by the end of the game you can be earning well over 100,000 gold every five minutes, which makes affording the end of the game rather simple.
There are three types of property you can buy in Fable III: homes, businesses and special buildings. Special buildings aren't terribly profitable, so you'll want to stick with houses or businesses, both of which yield profits from tenants (in the case of houses, so long as you rent the house rather than simply own it). And out of those two businesses are by far the superior investment.
Why? Because houses, unfortunately, have an extra requirement: they need to be repaired every so often, generally once every couple of hours. A house that has whittled down to zero upkeep won't earn your character any rent from the disgruntled renters. Repairs are both profit- and time-consuming, and aren't worth the effort. Businesses, on the other hand, generate pure profit.
Unfortunately, businesses aren't unlocked until the fifth gate on the Road to Rule, so you'll have to wait a little while before you can begin your empire. Save all of your money until the Entrepreneur Pack can be bought, then snag several small carts and shops from Brightwall and the Dweller Camp. Spread out from there and, using the cash you earn from these royalties and anything earned in jobs, buy the big businesses in Brightwall and Bowerstone, most notably the pubs and pawn shops. These latter two are easily the most lucrative shops. This process takes a while, but the more you buy, the more you'll earn.
Good characters are typically expected to either keep the profit margins on these businesses at average, or to even lower them. This is, however, a mistake. Boost them all to the top to maximize your profits. True, this is considered a corrupt act, but every other 'good' act made in the game will more than make up for the raised prices, and double your cash flow in the process.
One addendum: Despite the fact that purchasing buildings is usually a bad idea, there are several mansions in Millfields that are worth buying, as each one will net an additional 17,000+ gold. True, you'll have to repair them periodically, but it's much easier and more profitable than fixing half of Albion.
STEP THREE: Don't Make Blind Rulings!
So now you've got a solid money-making machine and, if you're a good king or queen, you have the love of the people. You now need to start making the decisions that will allow Albion to both thrive and survive the incoming, shadowy threat.
The immediate impulse for good characters - and if you've spent a looooong time exploring Albion, you'll have the cash to back this up - is to take the 'good' way out on every decision, aka any decision made with the A button. But is that fiscally the wisest course?
Maybe, maybe not. If your character wants to remain 'good' they'll have to choose the good path in most cases, and that means turning down the many terrible proposals made by Reaver (and they are ALL bad for a monarch's popularity - sending kids to work, for example, is never a good thing). But there are a few items you may want to consider for dipping into the dark side:
- First, though it's considered a 'bad' option, having Logan executed is a popular move with the populace. They didn't like him much. Doing this will boost your popularity and allow you to make some less popular decisions down the road with fewer ramifications.
- Second, keeping the taxes the way they are isn't a bad idea. People won't be happy, but your treasury will start out with a bit of coin rather than being sucked dry from the get-go. This also applies to most decisions where you can simply stick to the middle route.
- Third, last, seriously consider the proposal to build a brothel in Bowerstone. It's a contentious idea, true, but doing so will net you a TON of cash that will make the end game much easier. You can thereafter make good decisions on just about everything else and make up the difference with the profits from the brothel. This eliminates the orphanage, however, so if you want to get the adoption achievement do so before becoming the monarch.
STEP FOUR: Don't Lose Track of Time!
The final portion of Fable III takes place over the year prior to the big bad event that's going to hit Albion, though you don't get 365 days to take care of all your business. Rather, each day allotted to your character is divided into three or four proposals and hearings, after which you'll either have a chance to wander around or simply move on to the next day.
Time doesn't pass during the outings, though once you complete the various proposals and outings the game will move on to the next day automatically, negating any further chances to earn money - and once it hits the end of the line, no more money can be made in preparation for the coming apocalypse. You can, in essence, shoot yourself in the foot if you're not careful.
The ideal stop point for making money is during the quest to retrieve the statue from the Balverines in Silverpines. Once this pops up, either leave the game alone to accumulate money or do your job over and over until you have a satisfactory amount. You'll have to spend 850,000 gold past this point to keep everyone happy, so keep this in mind while making final calculations.
It's not that difficult to earn money using the above-described method, and should set you up as a benevolent ruler while preserving the people of the realm without much trouble. All it takes is a bit of time and effort - and, if you want to do something other than just mindlessly doing the same job over and over, some forays into monster-filled dungeons. Sounds like fun.
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