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I'm pleased to announce the next instalment in the Total War Saga series of games: A Total War Saga: Minecraft! Featuring everything you could want out of a Total War Minecraft game! There's multiple factions to choose from, 50+ units and unique faction leaders on a large, multiple biome spanning map! Coming soon to a gaming platform near you!

Factions

Human faction leaders

Steve

  • 5% cheaper building cost.
  • 5% bonus troop XP.
  • Unique building: Sprawling Fortress (+4 turns this settlement can hold out under siege, 30% happiness (reduces unrest), +3 veterancy to units trained here, 20% cheaper units, can recruit mercenaries from this building).
  • Unique unit: Enchanted Diamond Swordsmen.

Alex

  • 10% cheaper unit recruitment cost.
  • 5% more unit damage (factionwide).
  • 10% faster movement speed on campaign map.
  • Unique unit: Enchanted Crossbowmen.

Villager

  • +10% commerce income.
  • 5% population growth from farming.
  • 10% diplomacy standing with all human factions.
  • Special Unit: Iron Golem.

Mob faction leaders

Herobrine

  • 15% bonus for looting and pillaging settlements.
  • 15% cheaper unit recruitment cost.
  • -10% population growth.
  • -10% income from all sources.
  • Unique unit: The Wither.

Giant Zombie

  • 10% larger zombie unit sizes (factionwide).
  • 15% population growth (adds zombie plague modifier).
  • Unique building - Horde Rallypoint (20% cheaper zombie unit purchase cost, +2 veterancy to all zombie units trained here, +3 morale to all zombie units).
  • Unique unit - Armoured Zombie Horsemen.

Pillager General

  • Access to unique pillager unit pool.
  • 20% bonus to looting and pillaging settlements.
  • 10% damage bonus against villager & village units.
  • Unique building: Pillager Outpost (15% cheaper pillager recruitment costs, +2 veterancy to pillager units trained here, +2 levels to spies recruited here).

Units

Human units

  • Villager Militia - unarmoured and armed with just wood/stone hoes and other farming equipment.
  • Snow Golems - basic militia missile infantry, low damage but causes stun to slow down and break up enemy charges.
  • Leather Armour Militia - basic human militia infantry with partial leather armour and a wooden sword (no shield).
  • Levy Bowmen - again leather armour militia but with a bow this time.
  • Pickaxe Infantry - lightly armoured units with a pickaxe who can sap and build basic fortifications on the battlefield.
  • Warhounds - unarmoured infantry with stone swords and a pack of wolves to unleash on the battlefield!
  • Incendiary pigs - more unarmoured infantry but this time with flaming pigs!
  • Iron Swordsmen - solid melee infantry, clad in full iron armour with iron swords and a shield.
  • Axe Infantry - iron clad axe infantry with a shield and iron axe.
  • Crossbowmen - wearing leather/chainmail armour and using a crossbow with a stone sword for backup.
  • Armoured Bowmen - bow infantry with chainmail armour and enchanted bows for slightly better attack stats.
  • Iron Golem - large elephant type unit that has extremely good defence and good attack, though is vulnerable to missiles and has a small unit count. Can break down wooden walls. Villager unique unit.
  • Enchanted Crossbowmen - very good missile units, with iron armour and enchanted crossbows, as well as iron swords to give them good defence in melee for a missile unit. Alex unique unit.
  • Diamond Swordsmen - wearing diamond armour and using a diamond sword and shield. Elite heavy melee infantry.
  • Diamond Axemen - full diamond armour and a diamond axe but no shield. Higher damage than Diamond Swordsmen but worse defence.
  • Enchanted Bowmen - high missile damage thanks to enchanted bows and wearing full iron armour.
  • Enchanted Diamond Swordsmen - the most powerful non-mercenary human unit. Clad in full enchanted diamond armour and using an enchanted diamond sword and shield. Very good melee unit. Steve unique unit.
  • Horse Militia - horse riders with JUST a leather chest plate and a stone sword.
  • Mounted Archers - lightly armoured horsemen with leather armour and a bow, plus stone/wood swords for melee combat (not recommended).
  • Shock Cavalry - literally just basic shock cavalry. Wearing chainmail armour and leather horse armour, armed with iron swords. Pretty good charge and a general medium/heavy cavalry unit.
  • Heavy Shock Cavalry - superior shock cavalry unit. Iron swords, a shield and iron horse armour.
  • TNT Cannon - Redstone Engineer unit that can build Redstone TNT cannons. 4 cannon teams per unit. The engineers themselves are unarmoured with just a stone sword, but the TNT cannons can blast down settlement walls. Fixed unit but can be moved by the engineer teams. Takes some time to deconstruct/rebuild the cannons when this is done. Has a very low chance for one of the cannons to explode per shot, destroying said cannon and killing any units nearby to it.
  • Heavy TNT Cannon - superior Redstone Engineer unit. The engineers are unchanged but there's 6 cannons per unit, with a greater range thanks to more propellant TNT. Also bigger blast yield and more ammo per cannon, making them more effective at blowing down walls. Fixed unit but can be moved by the engineer teams. Takes some time to deconstruct/rebuild the cannons when this is done. Has a very low chance for one of the cannons to explode per shot, destroying said cannon and killing any units nearby to it.

Mob units

  • Zombies - literally just a bunch of zombies. Weak, unarmoured but VERY numerous.
  • Zombie Villagers - just a different flavour of zombie. Identical stats, they are just zombie villager models.
  • Skeleton Bowmen - just normal skeletons, armed with a bow and no armour. Damage reduction against swords (due to being skeletons so sharp things often go through the gaps).
  • Armoured Zombies - zombies, but wearing armour! Can range from leather to iron. May also carry a random tool, such as a stone/iron shovel.
  • Drowners - ranged zombie missile infantry who throw tridents. Shorter range than skeletons but do more damage. Still unarmoured.
  • Creepers - get bonuses fighting in woods/jungle and are experts at hiding in them. Very close range but highly damaging melee infantry. Can kill friendly infantry with resulting explosions, making them a hinderance if not managed well. Can be detonated manually or target walls to cause damage to settlement walls. This damage is the same as a TNT cannon.
  • Charged Creepers - better creeper units. Worse at hiding but do MUCH more damage. Still can kill friendly infantry. Can be detonated manually or target walls to cause damage to settlement walls. This damage is the same as a Heavy TNT cannon.
  • Witches - high damage, short range missile units. Uses splash potions of instant damage as missile of choice, but atrocious in melee combat.
  • Wither Skeletons - superior melee infantry. Better damage and armour than most other mob melee infantry with enchanted stone swords.
  • Zombie Pigmen - get an enrage ability that triggers when first engaging in melee combat. Enchanted gold swords give them high melee damage and they've good defence/armour values (though they're not actually wearing armour, they're just tough).
  • Skeleton Horsemen - normal skeleton archers with some light chainmail armour riding on skeleton horses. Missile cavalry.
  • Zombie Horsemen - zombies with limited leather armour riding zombie horses. Wield stone swords.
  • Armoured Zombie Horsemen - far better heavy cavalry with iron horse armour and iron armoured zombies, that also have iron swords and shields. Giant zombie unique unit.
  • Zombie Chicken Rider - small and hard to hit, but very weak. Zombie child riding a chicken. Very fast moving and hard to hit due to small size, but also very weak to basically all attacks.
  • Spider Jockeys - fast moving missile cavalry with good melee and ranged attack thanks to the spider mount and skeleton rider. Very good all round cavalry unit, though expensive and late game.
  • The Wither - extremely powerful ranged and melee unit. Only one can be built at any one time. The ultimate battlefield unit. Slow but has very high attack damage in both melee and range as well as boatloads of armour. Can attack and blow down settlement walls. Herobrine unique unit.

Pillager units

  • Pillager Swordsmen - pillagers armed with stone/iron swords. Lightly armoured but relatively fast moving.
  • Pillager Crossbowmen - pillagers armed with crossbows.
  • Piglin Swordsmen - standard melee infantry with gold swords. Better armour and damage than Pillagers.
  • Piglin Crossbowmen - piglins armed with crossbows.
  • Raid Captain - better pillager infantry that give buffs to morale and damage to other pillager units nearby to them. Better armour and damage to normal pillagers.
  • Vindicators - elite pillager infantry with iron axes. High health but barely armoured, though they are fast moving.
  • Evokers - elite missile infantry that can spawn Vexes to aid it in combat, as well as its other Minecraft abilities. Well armoured and good damage but only a few soldiers per unit.
  • Pillager Cavalry - armoured pillagers riding horses. Basic melee cavalry.
  • Ravager - large beasts that can trample and stomp things. No riders but decently armoured and good melee atttack. Can break down gates and wooden walls.
  • Ravager Jockeys- two Pillager Crossbowmen riding on top of a ravager. Works like War Elephants and has similar stats. Can break down gates and wooden walls.

Mercenary units

  • Zombie Villager - same as the normal zombie villager, just cheaper and slightly worse.
  • Mercenary Pillager Crossbowmen - pillager crossbowmen but mercenary!
  • Mercenary Piglin - piglins but mercenary! It's all that gold they like, they go for the highest payer!
  • Mercenary Piglin Crossbowmen - mercenary piglins but missile units!
  • Mercenary Iron Swordsmen - the same as iron swordsmen but more expensive with worse morale.
  • Forest Loggers - leather armoured melee axemen unit with an iron axe as their weapon.
  • Trident Throwers - chainmail/iron armoured missile infantry with tridents and a shield. Shorter range but higher damage missile infantry who can hold hold out in melee.
  • Mercenary Bowmen - unarmoured bow infantry using regular bows. Cheaper than levy bowmen but slightly worse defence.
  • Mercenary Warhounds - unarmoured handlers with stone swords but powerful wolfpacks.
  • Mercenary Incendiary Pigs - again unarmoured handlers with stone swords but the same burning porkers!
  • Golden Swordsmen - swordsmen wearing completely golden armour and using a gold sword and shield. 'Glass cannon' infantry unit with high damage but not that great defence due to gold armour.
  • Golden Axemen - same as Gold Swordsmen but using axes this time.
  • Netherite Elite Infantry - recruitable a single difficult to reach, extremely dangerous province, these mercenaries have full netherite armour, a netherite sword and use an enchanted bow before entering melee combat.
  • Llama Riders - Villager militiamen but riding llamas. Still unarmoured and using hoes, but faster like light cavalry.
  • Pig Riders - leather armoured militiamen with stone swords riding pigs. More of a meme unit than anything, though it is light cavalry.
  • Trident Horsemen - horsemen with a mix of chainmail and leather armour but wielding a trident that can be thrown as well as used in melee.
  • Armoured Horsemen - strong iron armoured horsemen with armoured mounts as well (iron horse armour), with a shield and iron sword. Comparable to Heavy Shock Cavalry.
  • Elite Mercenary Horsemen - horsemen with diamond horse armour and diamond armour, as well as diamond swords. Also use bows when at range.
  • Mercenary Ravager Jockeys - like normal ravager riders but slightly worse stats.
  • Mercenary TNT Cannons - the same as normal TNT cannons but slightly higher percent chance to explode per shot, also the Redstone Engineers are slightly better protected with leather armour.

Buildings

Human buildings

Walls

  • Wood log walls - turns to hold out under siege +2, +5 happiness (reduces unrest), -2% unit cost, small garrison.
  • Cobblestone walls - turns to hold out under siege +4, +10 happiness (reduces unrest), -4% unit cost, moderate garrison.
  • Stone brick walls - turns to hold out under siege +6, +15% happiness (reduces unrest), -6% unit cost, large garrison.
  • Iron block walls - turns to hold out under siege +8, 20% happiness (reduces unrest), -8% unit cost, very large garrison.
  • Sprawling Fortress - turns to hold out under siege +12, 30% happiness (reduces unrest), +3 veterancy to units trained here, 20% cheaper units, can recruit mercenaries from this building). Steve unique building.

Army recruitment

  • Militia barracks
  • Town Watch barracks
  • Army barracks/Mercenary barracks - path split, only one can be built at any one time. Changes next upgrade paths
  • Company barracks/Veteran Mercenary barracks
  • Fortress Barracks/Elite Mercenary barracks

Farming

  • Allotments - +2% population growth, +2% unit replenishment, +20% income from farming
  • Small farm - +4% population growth, +4% unit replenishment, +40% income from farming.
  • Moderate farm - 6% population growth, +6% unit replenishment, +60% income from farming.
  • Large farm - 8% population growth, +8% unit replenishment, +80% income from farming.
  • Enormous farm - 10% population growth, +10% unit replenishment, 100% income from farming.

Government buildings

  • Town Hall
  • Wooden Walled Hall
  • Castle Keep
  • Citadel
  • Walled Fortress

Smithing

  • Open Hearth - +1 veterancy to all units trained in the settlement
  • Covered Kiln - +1 veterancy to all units trained in the settlement, +1 weapons & armour.
  • Smithy - +2 veterancy to all units trained in the settlement, +1 weapons & armour.
  • Industrial Smithy - +2 veterancy to all units trained in the settlement, +2 weapons & armour.
  • Military Forge - +3 veterancy to all units trained in the settlement, +3 weapons & armour.

Research

  • Bardic Circle - +2% research rate, +50 income.
  • Record Keeper - +4% research rate, +100 income.
  • Library - +6% research rate, +150 income.
  • Grand Library - +8% research rate, +200 income.
  • Enchantment Guild - 10% research rate, +250 income.

Mining

  • Cave Exploration Guild - +100 income from mining.
  • Mineshaft - +200 income from mining.
  • Stripmine Quarry - +300 income from mining.
  • Diamond Mine - +400 income from mining.
  • Bedrock Mine - +500 income from mining.
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