Dungeon Keeper Gold gold, payday and creature happiness guide
Keep the dungeon solvent while its population trains and grows.
Edition covered
Original Dungeon Keeper (1997) and The Deeper Dungeons in the Gold PC package. This guide covers the original dungeon systems; Dungeon Keeper 2 and the mobile game use different rules.
Distinguish gold from a spending plan

Mining brings gold into the dungeon, but rooms, training and payday spend it. Keep a reserve before ordering a major construction project or allowing the entire fighting force to train.
| Expense | Benefit | Budget question |
|---|---|---|
| New rooms | More capacity and abilities | Is the room needed this level? |
| Training | Stronger creatures | Can payday still be covered? |
| Creature wages | Keeps workers and fighters satisfied | Is gold available when due? |
| Spells | Immediate tactical effect | Does the result justify the cost? |
Watch creature needs directly
Hungry, tired or unpaid creatures can become unhappy. Inspect the creature rather than assuming another slap or a bigger room solves every problem.
| Need or issue | Check | Response |
|---|---|---|
| Hunger | Hatchery access and food | Restore an accessible food supply |
| Tiredness | Lair availability | Provide sleeping space |
| Unpaid wages | Treasury and payday | Restore gold reserves |
| Repeated anger | Creature status and surroundings | Address the specific cause |
Use training in affordable groups
Training improves creatures but costs gold. Train the units that will fight the next battle and check the treasury trend before sending every recruit into the Training Room.
Protect the workers that move the gold
Imps must reach deposits and carry resources. A broken route, enemy attack or overloaded work queue can delay income even when plenty of gold remains underground.
References
| Reference | Website |
|---|---|
| Publisher game and edition listing | store.steampowered.com |
| Original publisher manual | store.steampowered.com |
| Original publisher manual | retrogamer.biz |
