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[UPD] Mini War
πŸ“– GAME GUIDE

[UPD] Mini War

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1. Alliances and Trading

1.1 Unlocking Alliances

The Alliance feature is unlocked by completing the Alliances research in the Research Tree. Requires 10,000 Cash minimum. Once complete, the Alliance tab (handshake icon) appears on the left side of the screen.

1.2 How to Ally

  1. Click the Alliance tab
  2. Press Ally next to the target player's name
  3. Wait for them to accept

If a player declines, it does not make them enemies automatically. You can still choose to attack or focus on neutral territories.

1.3 Resource Trading

  • Purchase the Transport Pad from the Black Market (180 Gems)
  • Place the helipad in your base
  • Allies can send and receive resources through the Transport Pad
  • Trading with allies also earns Gems (a method for Gem farming)
  • Some players create alternate Roblox accounts to transfer resources to themselves

1.4 Alliance Combat

Allies can combine troops during Raid Events.


1. Black Market and Gems

1.1 What the Black Market Is

A limited-time exclusive shop that appears periodically during a game session. An NPC dressed in black arrives in a green helicopter, landing on a helipad to the left of the Shopkeeper near the leaderboard. The Black Market opens every 40 minutes and stays for 20 minutes, then leaves. Purchases require Gems, not regular cash.

Items available in the Black Market include exclusive buildings, military units, factories, utilities, and decorations unavailable through the standard economy.

1.2 How to Get Gems

  1. Daily Quests – 5 quests per day (6 if you've unlocked the extra slot from the Research Tree); completing all quests yields ~34 Gems/day. Reaching tier milestones grants 25 Gems each
  2. Gem Mine (Black Market item) – produces Gems passively over time; first purchase costs 220 Gems; prices increase by 18.75% for every additional Gem Mine owned (or 15% per some sources), up to a maximum of 5,000 Gems
  3. Transport Pad trading – earn Gems by trading resources with allies via the Transport Pad helipad
  4. Robux Shop – Gem packs (Tiny, Small, Large, Super) available for purchase

1.3 Key Black Market Items

ItemNotes
Gem MineBest first Black Market purchase; passively generates Gems
Clone FacilityBest economic purchase from Black Market; clones your highest-output production farm; best income-per-civilian and size-per-income ratio in most cases; price increases by 10% per additional owned, max 10,000 Gems
Research BoosterEssential for veterans; speeds research by 4%–12% per booster, MAX 36% total
Transport Pad (Helipad)Required for trading resources with allies; costs 180 Gems
Construction YardDeploys construction vehicles to captured territories to build defensive systems; fixed pricing: 1st = 300 Gems, 2nd = 1,000 Gems, 3rd = 2,500 Gems
Elite BaseExclusive military structure
Rocket PadExclusive military structure
General (Black Market)Special forces unit; general that boosts troop range
Flying SurgeonHelicopter surgeon + flying unit range boost
Camo TankAir units cannot attack this unit; includes fast APT
Missile Salvo (9-shot)Launches 9 missiles; can be off-target
Decorative itemsFireworks barrel, flag display, ferris wheel, statue of your character

Note from Fandom wiki: Some buildings obtainable through raids are usually better than buying them from the Black Market.

1.4 Clone Facility vs. Gem Mine Priority

  • For most players: Gem Mine first (generates Gems to buy future Black Market items)
  • After establishing Gem income: Clone Facility (the highest-impact economic purchase in the Black Market for income scaling)

1. City Save System

Also introduced in the June 20, 2026 update.

What it does: Preserves your city layout and building placement between sessions. Previously, leaving a server would lose your city configuration.

Best practices:

  • Save your city consistently after every major upgrade or expansion
  • Save before attempting any large military campaign (so you can restore if the attack fails and you lose territory)
  • Save after every major territorial gain with your army still intact

1. Core Loop and Playstyles

The core loop:

  1. Build factories and housing to generate income and civilians
  2. Sell factory output at the Clerk's Shop (monitor market prices)
  3. Reinvest income into better factories, more housing, and workshops
  4. Unlock Research Tree upgrades to improve all systems
  5. Build military progressively as income stabilizes
  6. Expand territory to capture multipliers (more civilians, more income)
  7. Attack rivals, defend territory, repeat

Three supported playstyles:

  • Pure economic builder – Maximizes factory output and income; generates enormous resources but becomes a target for military-focused players
  • Pure military empire – Rushes units; runs dry on resources quickly and cannot sustain prolonged campaigns
  • Balanced hybrid – The most consistent long-term winner; maintains enough economy to replenish units while fielding enough military to deter raids

Core principle from all sources: Economy first, military second. A strong economy will almost always outperform a rushed military. Players who scale factories, civilians, and territories fastest tend to dominate later in the match.


1. Early Game – Build Order and Fundamentals

1.1 Starting Priority Order (Fandom Wiki / ffbooyah)

  1. Farmhouse + Wheat Farm – First income source; get wheat flowing
  2. Border Tower – Minimal early defense
  3. Barracks – Provides first soldiers AND generates civilians passively (dual role)
  4. Sell wheat at Clerk's Shop – Convert first resources to cash
  5. Workshop – Most important early purchase that beginners skip (see below)
  6. Upgrade into Wood Plant or Carrot Farm – These scale income far faster than stacking Wheat Farms

1.2 The Workshop – Most Important Early Building

The Workshop increases the number of builders you have. More builders = faster construction across your entire base, including military buildings during wartime. The single highest-impact early-game purchase. Skipping the Workshop is described as the most punishing beginner mistake in Mini War. Each Workshop you purchase adds one additional builder. Priority: buy your first Workshop as early as possible.

1.3 Replace, Don't Hoard

One of the most important early insights: always replace old buildings with better ones rather than stacking multiple low-tier structures. Every building slot is valuable real estate. Old farmhouses and early factories are traps when held too long β€” sell them and replace with better options as soon as they become available. Efficient players constantly upgrade instead of stacking low-tier structures.

1.4 Suggested Early Build Sequence (miniwars.art)

  • Storage Center placed dead-center of your farms/factories cluster
  • First Barracks (for civilian scaling, not primarily combat)
  • Bank and second Workshop
  • Oil Rig (if you have the group reward)
  • Military only after passive income spikes meaningfully
  • First territory conquest when you can afford to replace lost units

1.5 Common Beginner Mistakes

  • Rushing military before economy is stable
  • Hoarding Wheat Farms past the Carrot Farm / Wood Plant transition point
  • Building military before establishing Storage Center + economy core
  • Stacking low-tier houses instead of upgrading to higher civilian-per-space options
  • Chasing unverified codes instead of claiming the free group Oil Rig
  • Cramping base layout (especially with bigger plots now available post-June 2026 update)

1. Economy – Factories and Production

1.1 How Factories Work

Factories are the only way to make money in Mini War. They produce resources that you sell at the Clerk's Shop. Civilians are required to operate factories β€” housing directly determines how many factories you can run simultaneously. The market price fluctuates constantly, so sell at peaks, not dips.

As of writing, there are 18 factories ranging from the entry-level Wheat Farm to the Black Hole Generator.

1.2 How to Purchase Factories

  1. Launch Mini War and click Buy (top left)
  2. Interact with the Shopkeeper
  3. Select the Factories section
  4. Purchase any Factory in stock

1.3 Complete Factory List (TechWiser, updated May–June 2026)

BuildingCostResourceBuild TimeProduction
Wheat Farm$150Wheat7s+6 / 10s
Corn Farm$150Corn8s+6 / 10s
Coal Cave$500Coal13s+6 / 10s
Tree Farm$1,000Wood16s+6 / 10s
Windmill$1,800Flour19s+6 / 10s
Wood Plant$1,000Wood5 min+20 / 10s
Carrot Farm$6,500Carrot21s+6 / 10s
Library$9,000Books27s+6 / 10s
Oil Rig$13,000Oil30s+6 / 10s
Iron Cave$80,000Iron20 min+6 / 10s
Cement Plant$180,000Cement30 min+6 / 10s
Gold Cave$450,000Gold45 min+6 / 10s
Bank$1,000,000Coin Bag60 min+6 / 10s
Research Lab$5,000,000Research1h 15m+6 / 10s
Diamond Cave$7,500,000Diamond1h 30m+6 / 10s
Uranium Cave$10,000,000Uranium Ore2h+15 / 10s
Nuclear Reactor$20,000,000Stable Uranium3h+12 / 10s
Data Center$50,000,000Data Cube3h+16 / 10s
Blackhole Generator$1,000,000,000Dark Matter24h+48 / 10s
Area 51 Lab$7,500,000,000Alien Essence48h+30 / 10s
Mega DrillVeteran Crate (Daily/Robux)Oil1h+256 / 10s

Key notes:

  • Wood Plant ($1,000) stands out: same cost as Tree Farm but produces +20/10s vs. +6/10s β€” one of the best early investments
  • Blackhole Generator has the highest standard factory output (+48/10s) and is the endgame target for max economy
  • Mega Drill (crate-exclusive) has the highest raw production rate in the game at +256/10s but requires a Veteran Crate
  • Uranium Cave + Nuclear Reactor form a processing chain: Uranium Ore β†’ Stable Uranium
  • All factories resell for 10% of their purchase price

1.4 Factory Strategic Tiers

Early game (starter β€” replace ASAP):

  • Wheat Farm / Corn Farm / Coal Cave – entry tier; place once then replace as soon as possible
  • Tree Farm / Windmill – transitional stepping stones
  • Wood Plant – standout early pick despite low cost; +20/10s rate far outpaces price; one of the best early investments

Early-mid pivot:

  • Carrot Farm – first meaningful income step-up; real progression begins here
  • Oil Rig ($13K) – strong sustained income; essential for transitioning out of basic farming
  • Iron Cave / Cement Plant / Gold Cave – stepping stones; replace as mid-game factories become affordable

Mid game:

  • Bank ($1M) – passive coin bag income
  • Research Lab ($5M) – research resource production
  • Diamond Cave ($7.5M) – high-value resource

Late game / endgame:

  • Uranium Cave ($10M) + Nuclear Reactor ($20M) – process chain
  • Data Center ($50M, +16/10s) – strong late-game output
  • Blackhole Generator ($1B, +48/10s, 24h build) – highest standard income; endgame economy target
  • Area 51 Lab ($7.5B, 48h build) – deepest endgame
  • Mega Drill (Veteran Crate) – +256/10s, crate-exclusive

1.5 Market Strategy

The market is where you sell all factory output for income. It is a global system β€” all players across all servers are affected by the same price changes, so server-hopping to find better prices does not work.

1.6 How the Market Works

  • Refresh rate: Prices update every 3 minutes
  • Price display: A market board panel shows current prices with a green or red percentage for each material
    • Green % = price is up, earn a bonus on that material
    • Red % = price is down, selling now earns less than normal
  • A countdown timer at the bottom of the market board shows when the next price change occurs
  • Prices can swing up to +40% in either direction for volatile materials

1.7 Price Volatility by Material Type

  • Common resources (Carrot, Corn): minor fluctuations β€” e.g., Carrot $70 β†’ $65 between refreshes
  • Rare/late-game resources (Dark Matter, Diamonds, Uranium Core): significant price swings between refreshes; timing sells here has a major impact on income

1.8 Optimal Selling Strategy

  1. Check the market board before selling anything
  2. If a material is at a negative percentage (e.g., Corn at -16%), do not sell β€” wait 2–3 minutes
  3. Sell during positive surges, especially for high-value late-game materials
  4. Build and diversify production (Oil, Wheat, Flour, Corn, Carrot, Coal) so you always have something ready to sell when its price is high
  5. Capture territories before selling β€” territory bonuses stack with market prices

1.9 Boosting Market Prices via Research

  • Financier (Research Tree, Economy branch) β†’ +2% market prices
  • Trader (Research Tree, Economy branch) β†’ +5% market prices
  • Both unlock via the path: Mass Production β†’ Financier β†’ Trader

1.10 Access

The market board and Tradesman NPC (where you sell resources) are accessible via the Buy/Sell button at the top of the screen. The Tradesman is close to the Market board structure.


5. Housing and Civilians

1.11 Why Housing Matters

Civilians are required to run factories. Housing caps your civilian count, which caps how many buildings can operate simultaneously. More civilians = more money. Never ignore population growth. Houses are a production multiplier even though they don't directly generate income themselves.

1.12 Complete House List (AllThings.How / TechWiser, updated June 2026)

HouseRarityCost ($)RobuxCiviliansBuild TimeResell ($)Size
Farm HouseCommon1502+25s154Γ—4
Small HouseCommon3004+310s304Γ—4
HouseCommon7008+415s706Γ—4
VillaUncommon3,00019+521s3008Γ—8
Apartment BuildingUncommon7,50035+627s7508Γ—6
Modern BlockRare40,00055+810 min4,0008Γ—6
SkyscraperEpic400,00099+1020 min40,0008Γ—8
Helix TowerLegendary2,500,000159+1345 min250,0008Γ—8
The ManorMythic10,000,000239+141h1,000,0008Γ—8
HotelMythic50,000,000399+201h5,000,00014Γ—14
Giant SkyscraperSecret1,000,000,000599+3024h100,000,00014Γ—14
Double Turbo TowerSecret25,000,000,000799+5548h2,500,000,00017Γ—12

Super Workers note (June 2026 Bigger Cities update): Legendary, Mythic, and Secret rarity houses can spawn Super Workers. The number of Super Workers spawned depends on RNG, up to the building's maximum cap.

Space efficiency note: Small House gives +3 civilians on a 4Γ—4 plot β€” the best population-per-tile ratio in the game. Apartment Building is the efficiency pick once land becomes crowded (+6 civilians on 8Γ—6). All houses resell for exactly 10% of purchase price.

1.13 Housing Progression by Game Stage

StageRecommended HousesWhy
EarlyFarm House, Small House, HouseCheap and fast; raise population while saving for factories
MidVilla, Apartment Building, Modern BlockBetter scaling; Apartment saves space when land is tight
LateSkyscraper, Helix Tower, Hotel, Giant Skyscraper, Double Turbo TowerLarge population jumps for an economy that can absorb high cost and long build times

Important: Your civilian cap is a separate limit from houses. Raise it through research upgrades or by capturing territories (military bases, laboratories); extra houses won't translate into usable population without increasing the cap first.


6. Market System

The market is where you sell factory output for income. Key mechanics:

  • Prices fluctuate constantly (every few minutes)
  • Watch for price surges in specific materials before selling
  • A material that is down 14% is not the right time to sell; waiting can yield significantly better returns
  • Financier and Trader research upgrades increase selling prices
  • Capturing military camps, garrisons, and research facilities on the map grants additional income bonuses
  • The Clerk's Shop is your sell point; timing sales well is a meaningful multiplier on everything else in your build

1. Events – Raid, KOTH, Toxic Zone, Weather Events

1.1 Raid Event

  • Spawn: Randomly at xx:00 and xx:30 (on the hour and half-hour) with a 50% chance per server
  • Goal: Control the raid area for as long as possible; longest holder receives a special reward crate
  • Allies can combine troops during Raid Events
  • Some buildings obtainable through raids are better than equivalent Black Market items β€” the Super Worker Statue (2Γ— better than normal Worker Statue, bigger range) drops exclusively from the Raid Event at a 5% chance

1.2 King of the Hill (KOTH)

  • Server-wide PvP event where a zone randomly spawns and players fight to control it
  • Whoever holds it longest gets rewarded
  • Standard difficulty; easier than Toxic Zone

1.3 Toxic Zone Event

  • The harder version of King of the Hill; spawns less frequently; gives better rewards
  • Spawn: Every hour; lasts 15 minutes
  • To capture: defeat Special Forces defending the base first, then hold it
  • The hardest part is defending after capturing β€” other players will push hard to take it
  • Upon winning: a reward wheel appears and spins automatically, landing on one of the available rewards; rarer rewards (including the Bio Rocket) have lower drop chances
  • Introduced in the Zombie Update

1.4 Weather Events (3 types β€” each lasts 15 minutes, trigger randomly)

Storm (15% spawn chance):

  • Lightning strikes factories and farms: +30% farm production
  • +20% military damage for all units
  • Best time to: attack players, capture Cities, Labs, Oil Rigs (damage boost active)
  • Note: production buff applies for roughly 2.6–4.9 minutes within the 15-minute window, not the full duration

Nuclear Fallout (5% spawn chance):

  • Covers map in radioactive fallout
  • +50% farm/factory production
  • Boosts market rates (higher selling prices for all resources)
  • Transforms NPCs into zombies
  • Best time to: sell stockpiled resources; having extra territories captured amplifies bonuses

Riot (5% spawn chance):

  • Rioters set Farms and Factories on fire: βˆ’50% production on affected structures
  • BUT applies a +20–30% Market price boost (net: good time to sell stored resources)
  • Capture Riot Outposts across the map β†’ each awards a Riot Case (contains: Gems, Veteran Cases, Worker v2 Statue)
  • Capture the City and defeat the Riot Boss to claim King of the Hill rewards alongside raid rewards

Event strategy:

  • Storm: build and produce aggressively; attack while damage is buffed
  • Nuclear Fallout / Riot: sell stockpiled high-value resources at peak prices
  • Resources saved during Storm are best converted during Nuclear Fallout or Riot
  • Stacking territory bonuses with production buffs inside the 15-minute window is the fastest wealth-building opportunity in the game

1.5 Cargo Storm (Weather Event β€” Added June 27, 2026)

  • New weather event added with the Generals update
  • TechWiser published a dedicated guide on June 28, 2026 with full mechanics and reward details

1.6 Bigger Cities Event (Active June 2026)

  • Live event rewarding players who build, expand, and upgrade their city plots
  • Exclusive milestone rewards tied to specific building/expansion goals

1. Generals System (June 27, 2026 Update)

The Generals system was added in the General Update (June 27–28, 2026). This is the most recent major content addition as of this guide.

What Generals are: Named commanders that provide passive bonuses to your army, resource gathering, research speed, or other game systems.

Acquisition mechanic: The update was described as "roll, choose, decide" β€” indicating a roll/gacha mechanic for acquiring Generals, followed by a selection and assignment step. Official event text confirms Generals provide bonuses across: army performance, resource gathering, research, and other areas.

Cargo Storm Weather Event: Also introduced with the Generals update as a new weather event type. See the Events section and TechWiser's dedicated Cargo Storm guide for mechanics.

Code: GENERALS β€” redeem for free rewards tied to this update.

Current status: TechWiser published a full Generals guide on June 28, 2026 with the complete list of all available Generals and their specific bonuses. Because this system launched just before this compilation date, consult that page for the current full roster and individual General stats β€” the system is new enough that details will evolve rapidly with future updates.


1. Housing and Civilians

1.1 Why Housing Matters

Civilians are required to run factories. Housing caps your civilian count, which caps how many buildings can operate simultaneously. More civilians = more money. Never ignore population growth. Houses are a production multiplier even though they don't directly generate income themselves.

1.2 Complete House List (AllThings.How / TechWiser, updated June 2026)

HouseRarityCost ($)RobuxCiviliansBuild TimeResell ($)Size
Farm HouseCommon1502+25s154Γ—4
Small HouseCommon3004+310s304Γ—4
HouseCommon7008+415s706Γ—4
VillaUncommon3,00019+521s3008Γ—8
Apartment BuildingUncommon7,50035+627s7508Γ—6
Modern BlockRare40,00055+810 min4,0008Γ—6
SkyscraperEpic400,00099+1020 min40,0008Γ—8
Helix TowerLegendary2,500,000159+1345 min250,0008Γ—8
The ManorMythic10,000,000239+141h1,000,0008Γ—8
HotelMythic50,000,000399+201h5,000,00014Γ—14
Giant SkyscraperSecret1,000,000,000599+3024h100,000,00014Γ—14
Double Turbo TowerSecret25,000,000,000799+5548h2,500,000,00017Γ—12

Super Workers note (June 2026 Bigger Cities update): Legendary, Mythic, and Secret rarity houses can spawn Super Workers. The number of Super Workers spawned depends on RNG, up to the building's maximum cap.

Space efficiency note: Small House gives +3 civilians on a 4Γ—4 plot β€” the best population-per-tile ratio in the game. Apartment Building is the efficiency pick once land becomes crowded (+6 civilians on 8Γ—6). All houses resell for exactly 10% of purchase price.

1.3 Housing Progression by Game Stage

StageRecommended HousesWhy
EarlyFarm House, Small House, HouseCheap and fast; raise population while saving for factories
MidVilla, Apartment Building, Modern BlockBetter scaling; Apartment saves space when land is tight
LateSkyscraper, Helix Tower, Hotel, Giant Skyscraper, Double Turbo TowerLarge population jumps for an economy that can absorb high cost and long build times

Important: Your civilian cap is a separate limit from houses. Raise it through research upgrades or by capturing territories (military bases, laboratories); extra houses won't translate into usable population without increasing the cap first.


1. Military Buildings and Units

1.1 Philosophy

Do not pour money into military too early. Build economy first, then transition to military investment once civilian income is stable. Sending soldiers against a player with tanks is a losing trade every time. Scout the enemy's military tier before committing forces.

1.2 Complete Military Building List (TechWiser, updated June 2026)

BuildingRarityCost ($)Cost (Robux)Units / HP
Border TowerCommon$15041 Soldier (120 HP)
BarracksCommon$75082 Soldiers (100 HP each)
Sniper TowerUncommon$4,000121 Sniper (80 HP)
Vehicle BaseUncommon$8,000192 Light Vehicles (600–750 HP each)
Tank BaseRare$25,000392 Tanks (1,000 HP each)
HelipadRare$140,0001192 Heavy + 1 Light Helicopter (600–1,200 HP each)
Special ForceEpic$300,000159Sniper, Flamethrower, Shotgunner, Rifleman (150–200 HP each)
Missile HangarEpic$600,0001992 Rocket Trucks + 1 Rocket Unit (120–400 HP each)
HangarEpic$1,200,0002393 Fighter Jets (900 HP each)
Big Tank BaseLegendary$2,400,0003194 Modern Tanks (1,500 HP each)
Missile LauncherLegendary$4,500,000399Missile System (250 damage)
Military HospitalLegendary$7,500,000459Ambulance (1,650 HP) β€” heals nearby units
Bio RocketMythic$8,000,000N/ALaunches bio-chemical rockets every 120s; 50 explosion dmg, 12s bio duration, 475 max damage
General's BaseMythic$10,000,0005195 B2 Bombers (1,200 HP each)
Air BaseMythic$50,000,0006392 Black Hawks (1,500 HP each)
Artillery DepotMythic$250,000,0007992 Rocket Tanks (3,000 HP each)
Rocket BunkerSecret$5,000,000,0009992 Elite Artillery Units (2,750 HP each)
Mech StationSecret$25,000,000,0001,9992 Mech Units (4,500 HP each)
Spider BaseSecret$75,000,000,0002,3992 Spider Mechs (8,000 HP each)
Air FortressDivine$150,000,000,0002,7992 Night Captors (12,500 HP each)
PentagonLimitedVeteran Crate39 / 99 / 1753 B2 Bombers + F22 Jets (1,200–2,200 HP each)
Sci-Fi Tank HangarLimitedPrototype Crate79 / 235 / 3792 Tank Cores

Rarity breakdown:

  • Common: Border Tower, Barracks
  • Uncommon: Sniper Tower, Vehicle Base
  • Rare: Tank Base, Helipad
  • Epic: Special Force, Missile Hangar, Hangar
  • Legendary: Big Tank Base, Missile Launcher, Military Hospital
  • Mythic: General's Base, Air Base, Artillery Depot, Bio Rocket
  • Secret: Rocket Bunker, Mech Station, Spider Base, Air Fortress
  • Divine: Air Fortress (also listed under Secret by some sources; confirmed Divine by others)
  • Limited (crate-only): Pentagon, Sci-Fi Tank Hangar

Full progression cost order: $150 β†’ $750 β†’ $4K β†’ $8K β†’ $25K β†’ $140K β†’ $300K β†’ $600K β†’ $1.2M β†’ $2.4M β†’ $4.5M β†’ $7.5M β†’ $8M β†’ $10M β†’ $50M β†’ $250M β†’ $5B β†’ $25B β†’ $75B β†’ $150B

1.3 Meta Military Composition

The canonical late-game conquest composition: 2 Air Bases (Black Hawks) + 2 Missile Launchers. Air units travel quickly and attack multiple areas efficiently; Missile Launchers provide burst damage to complement. This setup handles most opponents effectively.

Black Hawks from the Air Base are described as the single strongest invasion tool in the current build β€” fast, lethal against most defended bases.


1. NPCs

There are currently 5 NPCs in Mini War. Three are accessible via the Buy/Sell button at the top of the screen; two are found elsewhere on the map.

NPCLocationFunction
ShopkeeperBuy/Sell menuMain purchasing NPC for all Factories, Houses, Military buildings, and Special Items
TradesmanBuy/Sell menu (close to Market board)Handles all resource sales; where you convert factory output to cash
Premium Shop OwnerBuy/Sell menuRobux-only shop; sells game passes including Auto-Sell and Auto-Collect (most useful in mid-to-late game)
Black Market NPCHelipad near leaderboard (map)Arrives every 40 min in a green helicopter; sells exclusive Gem items; leaves after 20 min
Easter Egg SoldierBeach near Oil Rig (map)Army uniform, board reading "this is an easter egg"; currently non-interactive; presumably a future content placeholder

Game passes available from Premium Shop Owner (notable):

  • Auto-Sell – automatically sells resources without manual interaction
  • Auto-Collect – keeps factories running continuously even when AFK; extremely useful in mid-to-late game

1. Oil Rigs

Oil Rigs are offshore income structures. Key facts:

  • Free Oil Rig: claim one for free by liking Mini War on Roblox and joining the official M&M Community Roblox group β€” a solid head start for new players
  • Capturing Oil Rigs on the map requires air units (ground units cannot reach offshore positions)
  • Oil Rigs appear as strategic capture targets and contribute passive income when held
  • The Oil Rig is listed among the A-tier strategic purchases/rewards

1. Game Overview

Mini War is a Roblox strategy-tycoon game developed by M&M Community where players build a country from a small starting plot, grow an economy through factories and production chains, train a military, and capture territory from other players and NPCs. Each server holds up to 6 players. The game sits in the Simulation/Tycoon category but plays closer to a real-time strategy game than a standard idle tycoon.

The premise on joining: you receive a small plot of land and a short tutorial β€” grow crops, build a military, protect your land. Success depends on your ability to balance and manage human resources (civilians), money (from factory output), and military power.

Key game systems:

  • Factories (main income source)
  • Housing (civilian cap, required to run factories)
  • Military buildings (defense and offense)
  • Special buildings (buffs, automation, decoration)
  • Research Tree (permanent upgrades)
  • Black Market (exclusive Gem purchases)
  • Quests (daily Gem farming)
  • Territories (map capture for bonuses)
  • Alliances (cooperative resource trading)
  • Events (Raid, Toxic Zone, Cargo Storm, King of the Hill)

1. Quests

Quests are daily challenges added in the Total War Event update. They are the primary free method for earning Gems.

How quests work:

  • 5 quests per day by default; a 6th quest slot unlocks after completing a specific Research Tree upgrade
  • Each quest has its own Gem reward; more difficult quests award more Gems
  • Quests rotate between categories: economy, combat, alliances, territory control, and playtime
  • Access via the scroll icon on the right side of the screen

Tier Reward System: Completing cumulative numbers of quests unlocks tier rewards:

  • Tiers 1, 2, and 3: 25 Gems each
  • Tier 4 (final): Veteran Crate (a rare crate containing exclusive buildings)

To check and claim quests:

  1. Launch Mini War
  2. Open the Quests menu (scroll icon, right side of screen)
  3. Check all available quests
  4. Claim Gems from completed quests

1. Research Tree

1.1 Research Tree Overview

Total upgrades: 62 (TechWiser) / 77 technologies (miniwar.games June 13 check) β€” the discrepancy likely reflects updates; treat 62 as the confirmed base count Total research cost: ~$195,617,856,000 (approximately $195.6 billion) to unlock everything Three branches: Military, Economy, Systems

Higher-tier upgrades replace previous versions rather than stacking.


1.2 Military Branch

Improves troop combat effectiveness, vehicle performance, missile systems, army scaling, and advanced warfare unlocks.

Troop Damage Path: Army Training β†’ Officer Training β†’ Elite Training β†’ Mech Research β†’ Spider Base β†’ Air Fortress

Other military upgrades include: army slots, army size, rocket limit, vehicle performance, missile systems

Note: The military branch is typically upgraded later unless planning early PvP or aggressive territory rushing.


1.3 Economy Branch

Improves farming efficiency, production scaling, storage systems, market profits, and rare item generation.

Core Economy Path: Start β†’ Fast Workers β†’ Mass Production β†’ Smart Factories β†’ Passive Earnings β†’ Automation

Storage Path:

  • Fast Workers β†’ (3h unlock) Storage Center capacity: 5,000 β†’ 15,000
  • Mass Production β†’ (12h unlock) Storage Center capacity: 5,000 β†’ 45,000

Lucky Restock / Drop Rates Path: Fast Workers β†’ Lucky Restock β†’ Better Odds β†’ Ultra Lucky

Market / Logistics Path: Mass Production β†’ Financier β†’ Trader β†’ Faster Restock β†’ Rapid Logistics

Cargo / Crate Path: Mass Production β†’ Bigger Crates (+25% farm capacity) β†’ Cargo Expansion

Late Economy / Endgame Path: Bigger Crates β†’ Logistic Depot β†’ Warehouse β†’ Antimatter (72h unlock β€” enables Antimatter production) β†’ Quantum (96h unlock β€” enables Quantum Core production)

Key economy research effects:

  • Fast Workers – First priority; improves worker output
  • Mass Production – +15% boost to farm production
  • Bigger Crates – +25% more farm capacity
  • Financier – increases market selling price
  • Trader – further increases market values
  • Automation – endgame passive earnings

1.4 Systems Branch

Improves research efficiency, alliances, civilian scaling, construction limits, and territorial expansion.

Alliance Path: Start β†’ Alliances β†’ Clan β†’ Researcher β†’ Research Team β†’ Alliance Expansion

Other systems upgrades include: civilian cap increases, builder count improvements, territory-related bonuses, researcher count (+1 researcher per Researcher upgrade)


1.5 Research Priority (from experienced players / Fandom wiki)

  1. Economy branch first β€” most experienced players unlock the economy path before military
  2. Fast Workers β†’ Mass Production β†’ Bigger Crates β†’ Financier / Trader (market improvements)
  3. Alliance research β€” complete before military tree; allows resource trading and cooperation
  4. Military branch upgrades β€” after production economy is established
  5. Endgame: Antimatter and Quantum research (prerequisite for Antimatter Reactor and Quantum Core Generator production)

1.6 Research Tips

  • The Research Tree is one of the strongest progression systems in the game β€” treat it as a core investment, not optional
  • 3 Research Labs improve research speed; useful while still progressing the tree
  • The 6th daily quest slot unlocks from a Research Tree upgrade
  • Air Fortress research ($50B cost, 72h unlock) comes after Spider Base in the military path
  • Quantum research ($100B cost, 96h unlock) is the deepest endgame economy research

1. Special Buildings and Statues

Special items provide buffs, automation, and aesthetic options. Key ones:

1.1 Complete Special Items List (Fandom Wiki / TechWiser)

ItemRarityCostResellBuild TimeEffect
WorkshopRare$10,000$1,000N/A+1 Builder (max 8 with all research); purchase multiple for faster construction
Storage CenterRare$50,000$5,0003 min 45sAuto-collects nearby factory output (5,000 capacity cap)
Soldier StatueEpic$100,000$10,00010 min+10% military unit damage in radius; does not stack; at least half of a building must be inside radius
Worker StatueEpic$100,000$10,00010 minIncreases nearby worker movement speed
Super Worker StatueRaid-only (5% drop)β€”β€”β€”2Γ— stronger and bigger range than Worker Statue; obtainable only from the normal Raid Event

Decorative items (no gameplay effect):

  • Basic green ground cover, plain asphalt road, rock cluster, striped asphalt road, road curve, street lighting, small pine, outdoor lamp, leafy tree, road with random-colored car, flower arrangement, wooden bench, working traffic lights (auto-changes color), fountain (water centrepiece), war memorial (fallen soldiers), heroic monument

Purchasing Special Items:

  1. Launch Mini War β†’ click Buy (top left)
  2. Interact with Shopkeeper
  3. Select Special Items section
  4. Purchase desired item

Important mechanics:

  • Statues do not stack β€” placing two Soldier Statues near the same building does not double the bonus
  • At least half of a building must be inside the statue's radius to receive the buff
  • Workshop maximum is 8 builders total (with all relevant research unlocked)
  • Storage Center auto-collection removes the manual click tax; placing it centrally in your factory cluster is described as a "hidden multiplier" worth more than a second factory
  • Super Worker Statue (raid drop) is 2Γ— better than the purchasable Worker Statue with a significantly larger radius

1. Strategy Archetypes and Playstyles

1.1 Archetype 1: Balanced Hybrid (Recommended – Most Consistent)

  • Economy first until passive income is high
  • Then transition into Air Base + Missile Launcher military composition
  • Maintains enough output to replenish units while fielding deterrent force
  • Attacks when rivals are mid-upgrade, not during full-defense windows
  • The path of least resistance and the highest ceiling; nearly every long-term server winner runs this plan

1.2 Archetype 2: Early Rush / Mid-Game Aggressor

  • Sacrifice late-game ceiling for mid-game dominance
  • Skip Carrot Farm pivot; push straight to Wood Plants and Houses
  • Race to first Air Base in the lobby
  • First player with Black Hawks owns the next 10 minutes
  • Best in: servers with weak neighbors; aggressive lobbies
  • Weakness: fragile if the initial rush is countered

1.3 Archetype 3: Defensive Turtle / Late-Game Collector

  • Survive rushers, then claim late-game prize
  • Heavy emphasis on Border Towers, Soldier Statues, Missile Launchers as defensive pieces
  • Houses tucked deep behind your defensive wall
  • Out-scale everyone once attackers exhaust themselves
  • Best in: lobbies where multiple players are fighting each other

1.4 Archetype 4: Pure Economic Builder

  • Maximizes factory output; ignores or delays military investment
  • Generates enormous resources but becomes a target once rivals unlock Air Base / tanks
  • High risk without any deterrent military force

1.5 Server Dynamics Note

Server is capped at 6 players. Identify the most aggressive player early and avoid engaging them while you build β€” diplomatic awareness buys the time needed to out-scale. Attacking when a rival is mid-upgrade (temporarily reduced defenses) yields far better results than frontal assaults.


20. PvP and Combat Strategy

1.6 Before Attacking

  • Scout first – Check visible military units before committing; never send soldiers against tanks
  • Identify whether the rival is mid-upgrade (most vulnerable window)
  • Confirm your army can be replenished after the engagement before committing

1.7 Attack Execution

  • Use Air Base (Black Hawks) for fast strikes and multi-zone attacks; air units are faster and harder to counter than ground forces
  • Pair Black Hawks with Missile Launchers for maximum damage output
  • Avoid frontal assaults against fully defended cities; target the gap
  • Target under-defended plots β€” players who over-invest in expansion often leave portions of territory lightly defended
  • Air units are required for offshore (Oil Rig) captures

1.8 After a Successful Raid

  • Replenish army immediately; do not sit on captured land with a depleted force
  • Save your city after every major territorial gain
  • Stacking territory multipliers compounds income β€” prioritize consolidating new captures

1.9 Defense

  • Use Border Towers and Sniper Towers at key entrances
  • Soldier Statues provide a free damage multiplier to all nearby defenders
  • Bunkers absorb significantly more damage than Border Towers (the difference between losing civilians on first raid vs. watching attackers break on your perimeter)
  • Missile Launchers double as strong defensive pieces in the Turtle archetype

1.10 PvP Timing Insight

The game rewards strategic timing over raw power. Attacks during a rival's mid-upgrade window β€” when their defenses are temporarily reduced β€” yield far better results than any frontal assault. After a loss, ask what made you late (income bottleneck, population, army production, scouting, or technology) rather than only asking what killed you.


21. AFK Strategy and Automation

Staying AFK is one of the best ways to progress quickly in Mini War.

The problem: If your storage fills up while offline, production stops.

Solutions:

  • Stay in-game and set up auto-collection via the Storage Center (which auto-collects nearby factory output)
  • Purchase the Auto-collect Gamepass β€” extremely useful; keeps factories running nonstop without manual collection
  • This becomes extremely powerful with endgame factories like Antimatter Reactor or Quantum Core Generator

AFK Shop Trick (Fandom wiki): Use an autoclicker (which is allowed, unlike macros) to auto-buy items from the shop while AFK. Open the shop, point your mouse to the green buy button near the building you want, and enable your autoclicker to catch rare items as they become available.

Private Server AFK: A private server is very useful for staying AFK with maximum bases captured. Set it up so random players cannot join unexpectedly.


1. Super Workers System

Introduced in the June 20, 2026 update as the headline new feature.

What they are: Super Workers operate at a higher efficiency tier than standard workers, generating more output from the same buildings.

How to use them: Assign Super Workers to your most productive factories.

Key optimization note: The efficiency multiplier scales with the building's base output. A Super Worker assigned to a high-tier factory (e.g., Quantum Core Generator, Data Center) outperforms the same assignment on a low-tier factory by a significant margin. Prioritize assigning Super Workers to advanced factories, not basic ones.

Strategic value: Compounds economic advantage over time as your factory tier increases.


1. Expansion and Territory Control

1.1 Base Expansion

Purchase additional land blocks through the Expansion system. More space = more buildings = more income. Expand before you feel cramped β€” waiting until you are already tight slows building momentum. The June 2026 update added bigger plots by default, giving more room to plan from the start.

1.2 Territory Conquest

By invading and capturing countries/territories on the map, you receive:

  • Money multipliers
  • Additional civilians
  • Control bonuses

Stacking multipliers compounds fast β€” the real engine behind late-game wealth. Each conquered territory feeds more income and workers back into your economy. Slowly and steadily expanding across the map is the path to late-game dominance.

1.3 Capturable Zones on the Map

  • Garrisons – defensive capture points
  • Military Camps – income and market bonuses when captured
  • Research Facilities – bonuses to research
  • Oil Rigs – passive income; requires air units to capture offshore locations
  • King of the Hill / Toxic Zone zones – contested event areas; see Events section

Players control territory by physically holding zones with military units. The player who maintains control the longest earns the rewards.


10. Research Tree

1.4 Research Tree Overview

Total upgrades: 62 (TechWiser) / 77 technologies (miniwar.games June 13 check) β€” the discrepancy likely reflects updates; treat 62 as the confirmed base count Total research cost: ~$195,617,856,000 (approximately $195.6 billion) to unlock everything Three branches: Military, Economy, Systems

Higher-tier upgrades replace previous versions rather than stacking.


1.5 Military Branch

Improves troop combat effectiveness, vehicle performance, missile systems, army scaling, and advanced warfare unlocks.

Troop Damage Path: Army Training β†’ Officer Training β†’ Elite Training β†’ Mech Research β†’ Spider Base β†’ Air Fortress

Other military upgrades include: army slots, army size, rocket limit, vehicle performance, missile systems

Note: The military branch is typically upgraded later unless planning early PvP or aggressive territory rushing.


1.6 Economy Branch

Improves farming efficiency, production scaling, storage systems, market profits, and rare item generation.

Core Economy Path: Start β†’ Fast Workers β†’ Mass Production β†’ Smart Factories β†’ Passive Earnings β†’ Automation

Storage Path:

  • Fast Workers β†’ (3h unlock) Storage Center capacity: 5,000 β†’ 15,000
  • Mass Production β†’ (12h unlock) Storage Center capacity: 5,000 β†’ 45,000

Lucky Restock / Drop Rates Path: Fast Workers β†’ Lucky Restock β†’ Better Odds β†’ Ultra Lucky

Market / Logistics Path: Mass Production β†’ Financier β†’ Trader β†’ Faster Restock β†’ Rapid Logistics

Cargo / Crate Path: Mass Production β†’ Bigger Crates (+25% farm capacity) β†’ Cargo Expansion

Late Economy / Endgame Path: Bigger Crates β†’ Logistic Depot β†’ Warehouse β†’ Antimatter (72h unlock β€” enables Antimatter production) β†’ Quantum (96h unlock β€” enables Quantum Core production)

Key economy research effects:

  • Fast Workers – First priority; improves worker output
  • Mass Production – +15% boost to farm production
  • Bigger Crates – +25% more farm capacity
  • Financier – increases market selling price
  • Trader – further increases market values
  • Automation – endgame passive earnings

1.7 Systems Branch

Improves research efficiency, alliances, civilian scaling, construction limits, and territorial expansion.

Alliance Path: Start β†’ Alliances β†’ Clan β†’ Researcher β†’ Research Team β†’ Alliance Expansion

Other systems upgrades include: civilian cap increases, builder count improvements, territory-related bonuses, researcher count (+1 researcher per Researcher upgrade)


1.8 Research Priority (from experienced players / Fandom wiki)

  1. Economy branch first β€” most experienced players unlock the economy path before military
  2. Fast Workers β†’ Mass Production β†’ Bigger Crates β†’ Financier / Trader (market improvements)
  3. Alliance research β€” complete before military tree; allows resource trading and cooperation
  4. Military branch upgrades β€” after production economy is established
  5. Endgame: Antimatter and Quantum research (prerequisite for Antimatter Reactor and Quantum Core Generator production)

1.9 Research Tips

  • The Research Tree is one of the strongest progression systems in the game β€” treat it as a core investment, not optional
  • 3 Research Labs improve research speed; useful while still progressing the tree
  • The 6th daily quest slot unlocks from a Research Tree upgrade
  • Air Fortress research ($50B cost, 72h unlock) comes after Spider Base in the military path
  • Quantum research ($100B cost, 96h unlock) is the deepest endgame economy research

11. Black Market and Gems

1.10 What the Black Market Is

A limited-time exclusive shop that appears periodically during a game session. An NPC dressed in black arrives in a green helicopter, landing on a helipad to the left of the Shopkeeper near the leaderboard. The Black Market opens every 40 minutes and stays for 20 minutes, then leaves. Purchases require Gems, not regular cash.

Items available in the Black Market include exclusive buildings, military units, factories, utilities, and decorations unavailable through the standard economy.

1.11 How to Get Gems

  1. Daily Quests – 5 quests per day (6 if you've unlocked the extra slot from the Research Tree); completing all quests yields ~34 Gems/day. Reaching tier milestones grants 25 Gems each
  2. Gem Mine (Black Market item) – produces Gems passively over time; first purchase costs 220 Gems; prices increase by 18.75% for every additional Gem Mine owned (or 15% per some sources), up to a maximum of 5,000 Gems
  3. Transport Pad trading – earn Gems by trading resources with allies via the Transport Pad helipad
  4. Robux Shop – Gem packs (Tiny, Small, Large, Super) available for purchase

1.12 Key Black Market Items

ItemNotes
Gem MineBest first Black Market purchase; passively generates Gems
Clone FacilityBest economic purchase from Black Market; clones your highest-output production farm; best income-per-civilian and size-per-income ratio in most cases; price increases by 10% per additional owned, max 10,000 Gems
Research BoosterEssential for veterans; speeds research by 4%–12% per booster, MAX 36% total
Transport Pad (Helipad)Required for trading resources with allies; costs 180 Gems
Construction YardDeploys construction vehicles to captured territories to build defensive systems; fixed pricing: 1st = 300 Gems, 2nd = 1,000 Gems, 3rd = 2,500 Gems
Elite BaseExclusive military structure
Rocket PadExclusive military structure
General (Black Market)Special forces unit; general that boosts troop range
Flying SurgeonHelicopter surgeon + flying unit range boost
Camo TankAir units cannot attack this unit; includes fast APT
Missile Salvo (9-shot)Launches 9 missiles; can be off-target
Decorative itemsFireworks barrel, flag display, ferris wheel, statue of your character

Note from Fandom wiki: Some buildings obtainable through raids are usually better than buying them from the Black Market.

1.13 Clone Facility vs. Gem Mine Priority

  • For most players: Gem Mine first (generates Gems to buy future Black Market items)
  • After establishing Gem income: Clone Facility (the highest-impact economic purchase in the Black Market for income scaling)

12. Quests

Quests are daily challenges added in the Total War Event update. They are the primary free method for earning Gems.

How quests work:

  • 5 quests per day by default; a 6th quest slot unlocks after completing a specific Research Tree upgrade
  • Each quest has its own Gem reward; more difficult quests award more Gems
  • Quests rotate between categories: economy, combat, alliances, territory control, and playtime
  • Access via the scroll icon on the right side of the screen

Tier Reward System: Completing cumulative numbers of quests unlocks tier rewards:

  • Tiers 1, 2, and 3: 25 Gems each
  • Tier 4 (final): Veteran Crate (a rare crate containing exclusive buildings)

To check and claim quests:

  1. Launch Mini War
  2. Open the Quests menu (scroll icon, right side of screen)
  3. Check all available quests
  4. Claim Gems from completed quests

13. Oil Rigs

Oil Rigs are offshore income structures. Key facts:

  • Free Oil Rig: claim one for free by liking Mini War on Roblox and joining the official M&M Community Roblox group β€” a solid head start for new players
  • Capturing Oil Rigs on the map requires air units (ground units cannot reach offshore positions)
  • Oil Rigs appear as strategic capture targets and contribute passive income when held
  • The Oil Rig is listed among the A-tier strategic purchases/rewards

14. Alliances and Trading

1.14 Unlocking Alliances

The Alliance feature is unlocked by completing the Alliances research in the Research Tree. Requires 10,000 Cash minimum. Once complete, the Alliance tab (handshake icon) appears on the left side of the screen.

1.15 How to Ally

  1. Click the Alliance tab
  2. Press Ally next to the target player's name
  3. Wait for them to accept

If a player declines, it does not make them enemies automatically. You can still choose to attack or focus on neutral territories.

1.16 Resource Trading

  • Purchase the Transport Pad from the Black Market (180 Gems)
  • Place the helipad in your base
  • Allies can send and receive resources through the Transport Pad
  • Trading with allies also earns Gems (a method for Gem farming)
  • Some players create alternate Roblox accounts to transfer resources to themselves

1.17 Alliance Combat

Allies can combine troops during Raid Events.


15. Events – Raid, KOTH, Toxic Zone, Weather Events

1.18 Raid Event

  • Spawn: Randomly at xx:00 and xx:30 (on the hour and half-hour) with a 50% chance per server
  • Goal: Control the raid area for as long as possible; longest holder receives a special reward crate
  • Allies can combine troops during Raid Events
  • Some buildings obtainable through raids are better than equivalent Black Market items β€” the Super Worker Statue (2Γ— better than normal Worker Statue, bigger range) drops exclusively from the Raid Event at a 5% chance

1.19 King of the Hill (KOTH)

  • Server-wide PvP event where a zone randomly spawns and players fight to control it
  • Whoever holds it longest gets rewarded
  • Standard difficulty; easier than Toxic Zone

1.20 Toxic Zone Event

  • The harder version of King of the Hill; spawns less frequently; gives better rewards
  • Spawn: Every hour; lasts 15 minutes
  • To capture: defeat Special Forces defending the base first, then hold it
  • The hardest part is defending after capturing β€” other players will push hard to take it
  • Upon winning: a reward wheel appears and spins automatically, landing on one of the available rewards; rarer rewards (including the Bio Rocket) have lower drop chances
  • Introduced in the Zombie Update

1.21 Weather Events (3 types β€” each lasts 15 minutes, trigger randomly)

Storm (15% spawn chance):

  • Lightning strikes factories and farms: +30% farm production
  • +20% military damage for all units
  • Best time to: attack players, capture Cities, Labs, Oil Rigs (damage boost active)
  • Note: production buff applies for roughly 2.6–4.9 minutes within the 15-minute window, not the full duration

Nuclear Fallout (5% spawn chance):

  • Covers map in radioactive fallout
  • +50% farm/factory production
  • Boosts market rates (higher selling prices for all resources)
  • Transforms NPCs into zombies
  • Best time to: sell stockpiled resources; having extra territories captured amplifies bonuses

Riot (5% spawn chance):

  • Rioters set Farms and Factories on fire: βˆ’50% production on affected structures
  • BUT applies a +20–30% Market price boost (net: good time to sell stored resources)
  • Capture Riot Outposts across the map β†’ each awards a Riot Case (contains: Gems, Veteran Cases, Worker v2 Statue)
  • Capture the City and defeat the Riot Boss to claim King of the Hill rewards alongside raid rewards

Event strategy:

  • Storm: build and produce aggressively; attack while damage is buffed
  • Nuclear Fallout / Riot: sell stockpiled high-value resources at peak prices
  • Resources saved during Storm are best converted during Nuclear Fallout or Riot
  • Stacking territory bonuses with production buffs inside the 15-minute window is the fastest wealth-building opportunity in the game

1.22 Cargo Storm (Weather Event β€” Added June 27, 2026)

  • New weather event added with the Generals update
  • TechWiser published a dedicated guide on June 28, 2026 with full mechanics and reward details

1.23 Bigger Cities Event (Active June 2026)

  • Live event rewarding players who build, expand, and upgrade their city plots
  • Exclusive milestone rewards tied to specific building/expansion goals

16. Super Workers System

Introduced in the June 20, 2026 update as the headline new feature.

What they are: Super Workers operate at a higher efficiency tier than standard workers, generating more output from the same buildings.

How to use them: Assign Super Workers to your most productive factories.

Key optimization note: The efficiency multiplier scales with the building's base output. A Super Worker assigned to a high-tier factory (e.g., Quantum Core Generator, Data Center) outperforms the same assignment on a low-tier factory by a significant margin. Prioritize assigning Super Workers to advanced factories, not basic ones.

Strategic value: Compounds economic advantage over time as your factory tier increases.


17. City Save System

Also introduced in the June 20, 2026 update.

What it does: Preserves your city layout and building placement between sessions. Previously, leaving a server would lose your city configuration.

Best practices:

  • Save your city consistently after every major upgrade or expansion
  • Save before attempting any large military campaign (so you can restore if the attack fails and you lose territory)
  • Save after every major territorial gain with your army still intact

18. Tier List – Factories, Military, and Houses

Sources: TechWiser tier list, miniwars.art tier list, Fandom wiki snippets, multiple community sources. Current as of May–June 2026.

1.24 Factory Tier List

S Tier (endgame money machines – top priority once affordable):

  • Quantum Core Generator
  • Antimatter Reactor
  • Black Hole Generator
  • Nuclear Reactor
  • Data Center

A Tier (strong mid-to-late game; core economy):

  • Oil Refinery (especially post-May 2026 buff)
  • Factory (dual income + unit production role)
  • Workshop (tempo multiplier for all construction)
  • Storage Center (hidden multiplier β€” auto-collection)
  • Carrot Farm (first real income pivot)
  • Wood Plant (low cost, fast production cycle; one of the better early investments)

B Tier (useful stepping stones or specific unlocks):

  • Power Plant (required for T3 Research Tree unlocks)
  • Iron Cave
  • Cement Plant
  • Steel Mill (prerequisite for military progression beyond Barracks)
  • Bank

C Tier (situational / fill roles only after A-tier base established):

  • Hospital
  • Radar (20 income/min for $800 cost = 40-minute payback; poor early ROI)

D Tier / Starter (place once, sell when better becomes available):

  • Wheat Farm
  • Farmhouse

1.25 Military Building Tier List

S Tier (endgame military β€” the only logical late-game investment):

  • Spider Base (unit HP far above anything else)
  • Mech Station (alongside Spider Base as co-dominant late-game force)
  • Air Fortress (extreme cost but raw HP comparable to S tier)

A Tier (strong mid-to-late game offensive and support):

  • Air Base / Black Hawks (meta offensive tool; required for offshore captures; dominant in current build)
  • Missile Launcher (meta support; paired with Air Base in the canonical comp; run in pairs)
  • Soldier Statue (free damage multiplier for all nearby units; easy to overlook)

B Tier (reliable mid-game before Spider/Mech):

  • Tank Base (ground dominance in mid-game)
  • Bunker (strong defensive absorption)
  • Vehicle Base

C Tier (stepping stones / specific situational defense):

  • Sniper Tower (entrance defense)
  • Warthog Airfield

D Tier (early game only β€” minimal combat value):

  • Border Tower (starter defense; discourages casual early raids only)
  • Barracks (essential early for civilians, not primarily combat power)
  • Wall / Turret (zero income; only justified in heavy alliance defense scenarios)

1.26 House Tier List

S Tier:

  • Double Turbo Tower (+55 civilians per building; doubles next-best option; the endgame housing target)

A Tier:

  • Giant Skyscraper (+30 civilians, $1B; exceptional value vs. Double Turbo Tower cost)
  • Small House (highest civilians-per-space-taken ratio among basic options; top efficiency pick regardless of appearance)

B Tier:

  • The Manor ($10M, Mythic, +14 civilians; best mid-game housing value)
  • Skyscraper ($400K; best Epic option; build several before transitioning to Legendary+)

C Tier:

  • Helix Tower (close to Manor output but costs significantly more; stepping stone not destination)

19. Strategy Archetypes and Playstyles

1.27 Archetype 1: Balanced Hybrid (Recommended – Most Consistent)

  • Economy first until passive income is high
  • Then transition into Air Base + Missile Launcher military composition
  • Maintains enough output to replenish units while fielding deterrent force
  • Attacks when rivals are mid-upgrade, not during full-defense windows
  • The path of least resistance and the highest ceiling; nearly every long-term server winner runs this plan

1.28 Archetype 2: Early Rush / Mid-Game Aggressor

  • Sacrifice late-game ceiling for mid-game dominance
  • Skip Carrot Farm pivot; push straight to Wood Plants and Houses
  • Race to first Air Base in the lobby
  • First player with Black Hawks owns the next 10 minutes
  • Best in: servers with weak neighbors; aggressive lobbies
  • Weakness: fragile if the initial rush is countered

1.29 Archetype 3: Defensive Turtle / Late-Game Collector

  • Survive rushers, then claim late-game prize
  • Heavy emphasis on Border Towers, Soldier Statues, Missile Launchers as defensive pieces
  • Houses tucked deep behind your defensive wall
  • Out-scale everyone once attackers exhaust themselves
  • Best in: lobbies where multiple players are fighting each other

1.30 Archetype 4: Pure Economic Builder

  • Maximizes factory output; ignores or delays military investment
  • Generates enormous resources but becomes a target once rivals unlock Air Base / tanks
  • High risk without any deterrent military force

1.31 Server Dynamics Note

Server is capped at 6 players. Identify the most aggressive player early and avoid engaging them while you build β€” diplomatic awareness buys the time needed to out-scale. Attacking when a rival is mid-upgrade (temporarily reduced defenses) yields far better results than frontal assaults.


20. PvP and Combat Strategy

1.32 Before Attacking

  • Scout first – Check visible military units before committing; never send soldiers against tanks
  • Identify whether the rival is mid-upgrade (most vulnerable window)
  • Confirm your army can be replenished after the engagement before committing

1.33 Attack Execution

  • Use Air Base (Black Hawks) for fast strikes and multi-zone attacks; air units are faster and harder to counter than ground forces
  • Pair Black Hawks with Missile Launchers for maximum damage output
  • Avoid frontal assaults against fully defended cities; target the gap
  • Target under-defended plots β€” players who over-invest in expansion often leave portions of territory lightly defended
  • Air units are required for offshore (Oil Rig) captures

1.34 After a Successful Raid

  • Replenish army immediately; do not sit on captured land with a depleted force
  • Save your city after every major territorial gain
  • Stacking territory multipliers compounds income β€” prioritize consolidating new captures

1.35 Defense

  • Use Border Towers and Sniper Towers at key entrances
  • Soldier Statues provide a free damage multiplier to all nearby defenders
  • Bunkers absorb significantly more damage than Border Towers (the difference between losing civilians on first raid vs. watching attackers break on your perimeter)
  • Missile Launchers double as strong defensive pieces in the Turtle archetype

1.36 PvP Timing Insight

The game rewards strategic timing over raw power. Attacks during a rival's mid-upgrade window β€” when their defenses are temporarily reduced β€” yield far better results than any frontal assault. After a loss, ask what made you late (income bottleneck, population, army production, scouting, or technology) rather than only asking what killed you.


21. AFK Strategy and Automation

Staying AFK is one of the best ways to progress quickly in Mini War.

The problem: If your storage fills up while offline, production stops.

Solutions:

  • Stay in-game and set up auto-collection via the Storage Center (which auto-collects nearby factory output)
  • Purchase the Auto-collect Gamepass β€” extremely useful; keeps factories running nonstop without manual collection
  • This becomes extremely powerful with endgame factories like Antimatter Reactor or Quantum Core Generator

AFK Shop Trick (Fandom wiki): Use an autoclicker (which is allowed, unlike macros) to auto-buy items from the shop while AFK. Open the shop, point your mouse to the green buy button near the building you want, and enable your autoclicker to catch rare items as they become available.

Private Server AFK: A private server is very useful for staying AFK with maximum bases captured. Set it up so random players cannot join unexpectedly.


22. Codes

1.37 How to Redeem Codes

  1. Open Mini War on Roblox and join a server
  2. Click the Shop button (left side of screen)
  3. Scroll down to find the Codes section (added in the June 20, 2026 update)
  4. Type or paste the code exactly as it appears
  5. Press the Redeem button
  6. Check inventory for free cash and gems

1.38 Active Codes (as of June 28–29, 2026)

CodeReward
MINIWAR5,000 Cash + 50 Gems
GENERALSFree rewards (Generals update drop)
DISCODOGTOPSECRETMEGAHIPERULTRACODE99Γ— Border Tower, 20Γ— Road 1, 20Γ— Road 2, 20Γ— Road 3, 20Γ— Grass

1.39 Expired Codes

None expired as of late June 2026. The code system was introduced June 20, 2026.

1.40 Where to Find New Codes

  • Official Mini War Discord server: https://discord.com/invite/uW5TBwVYQs (a dedicated code channel is confirmed coming)
  • M&M Community group on Roblox
  • Regularly updated code tracking pages (GameRant, TechWiser, ffbooyah)

1.41 Free Reward (No Code Required)

Join the official M&M Community Roblox group and like the game to receive a free Oil Rig. This is the only verified free in-game reward outside of codes and is available to all players.


23. General Tips and Advanced Notes

1.42 Economy

  • Population (civilians) multiplies income; never neglect housing investment
  • Always sell resources when market prices are favorable β€” wait for surges rather than selling immediately
  • Unlock Financier and Trader research upgrades as early as practical to increase market prices
  • Replace old buildings aggressively; a building slot holding a low-tier structure is always opportunity cost
  • Leave room for expansion in your base layout (bigger plots since June 2026 update)

1.43 Military

  • Never rush military before economy is stable β€” a player with advanced industry and a moderate army consistently outperforms a player with a massive but under-resourced one
  • Scout before every attack
  • Use Soldier Statues in defensive clusters for free damage amplification
  • Use Worker Statues in factory clusters for free speed buffs
  • Air units (Black Hawks) are faster and more effective than ground units for offensive operations
  • Combine Military Hospitals with expensive late-game units to improve survivability

1.44 Territory

  • Conquered territories stack money multipliers and civilian bonuses β€” compounding advantage is the real engine of late-game wealth
  • The first player to conquer key zones gains a compounding advantage

1.45 Diplomacy

  • With only 6 players per server, diplomatic awareness matters
  • Avoid the most aggressive player while building
  • Forming alliances converts rivals into resource partners (via Transport Pad)
  • Declining an alliance does not automatically create enemies

1.46 Progression Order (consolidated from all sources)

  1. Farmhouse + Wheat Farm β†’ sell output
  2. Workshop (immediately)
  3. Storage Center (dead-center of factories)
  4. Barracks (civilians + minimal defense)
  5. Upgrade to Carrot Farm / Wood Plant β†’ sell old Wheat Farm slots
  6. Expand land before cramped
  7. Research Tree: unlock Financier and Trader early
  8. Scale to Oil Refinery tier
  9. Houses: upgrade progressively (Skyscraper β†’ Manor β†’ Giant Skyscraper β†’ Double Turbo Tower)
  10. Military: Air Base + Missile Launcher composition
  11. Late game: Research Alliances; Spider Base / Mech Station for military

24. NPCs

There are currently 5 NPCs in Mini War. Three are accessible via the Buy/Sell button at the top of the screen; two are found elsewhere on the map.

NPCLocationFunction
ShopkeeperBuy/Sell menuMain purchasing NPC for all Factories, Houses, Military buildings, and Special Items
TradesmanBuy/Sell menu (close to Market board)Handles all resource sales; where you convert factory output to cash
Premium Shop OwnerBuy/Sell menuRobux-only shop; sells game passes including Auto-Sell and Auto-Collect (most useful in mid-to-late game)
Black Market NPCHelipad near leaderboard (map)Arrives every 40 min in a green helicopter; sells exclusive Gem items; leaves after 20 min
Easter Egg SoldierBeach near Oil Rig (map)Army uniform, board reading "this is an easter egg"; currently non-interactive; presumably a future content placeholder

Game passes available from Premium Shop Owner (notable):

  • Auto-Sell – automatically sells resources without manual interaction
  • Auto-Collect – keeps factories running continuously even when AFK; extremely useful in mid-to-late game

25. Generals System (June 27, 2026 Update)

The Generals system was added in the General Update (June 27–28, 2026). This is the most recent major content addition as of this guide.

What Generals are: Named commanders that provide passive bonuses to your army, resource gathering, research speed, or other game systems.

Acquisition mechanic: The update was described as "roll, choose, decide" β€” indicating a roll/gacha mechanic for acquiring Generals, followed by a selection and assignment step. Official event text confirms Generals provide bonuses across: army performance, resource gathering, research, and other areas.

Cargo Storm Weather Event: Also introduced with the Generals update as a new weather event type. See the Events section and TechWiser's dedicated Cargo Storm guide for mechanics.

Code: GENERALS β€” redeem for free rewards tied to this update.

Current status: TechWiser published a full Generals guide on June 28, 2026 with the complete list of all available Generals and their specific bonuses. Because this system launched just before this compilation date, consult that page for the current full roster and individual General stats β€” the system is new enough that details will evolve rapidly with future updates.


26. Territories and Map Control (Advanced)

Territories are one of the biggest power spikes in the game and usually decide who is ahead mid-to-late game. Each server has a fixed number of each territory type. By default, you can capture and hold up to 8 territories at a time. Research upgrades can expand this limit.

1.47 Complete Territory Table (TechWiser, June 2026)

Territory TypeCivilian BonusMoney BonusResearch Speed BoostCount per Server
Camp+5+5%None6
Garrison+10+15%None6
Military Base+15+20%None6
Lab+15+20%+5%6
City+30+25%None1
Oil Rig+20+15%None6

1.48 How to Capture Territories

  1. Build military structures (Barracks, Vehicle Base, Tank Base, etc.) in your base
  2. Send your army to the target territory
  3. Defeat all defending NPC troops guarding it
  4. Wait for the capture progress bar to fill
  5. Once captured, the territory provides bonuses immediately

If another player already controls a territory, defeat their military forces first. After capturing, use a Construction Yard (Black Market item) to deploy builders that construct defensive systems in your territories.

1.49 Expanding Territory Limit (Beyond 8)

Unlock via the Research Tree's Systems branch:

UpgradeCostUnlock TimeEffect
Researcher$100,00015 min+1 Active Research Slot
Conqueror$12,500,0001h+1 Conquered Base Limit (β†’ 9 max)
Emperor$250,000,0006h+1 Conquered Base Limit (β†’ 10 max)

Path: Researcher β†’ Conqueror β†’ Emperor

1.50 Optimal Territory Setups for Maximum Profit

8-Territory Setup (default cap):

  • 1Γ— City (+25% money)
  • 2Γ— Military Base (+40% money)
  • 2Γ— Oil Rig (+30% money + civilians)
  • 3Γ— Lab (+60% money + research speed)
  • Total: +155% money bonus + 15% research speed + significant civilian gains

10-Territory Setup (with Conqueror + Emperor research):

  • 1Γ— City (+25% money)
  • 3Γ— Military Base (+60% money)
  • 3Γ— Oil Rig (+45% money + civilians)
  • 3Γ— Lab (+60% money + research speed)
  • Total: +190% money bonus + 15% research speed

Key reasoning: City captures provide the largest single money bonus; Labs become critical for research speed mid-to-late game; Oil Rigs provide both civilian cap and income, making them essential for AFK farming setups. Territories only add bonuses to base income β€” a strong factory setup is equally important.


1. Tier List – Factories, Military, and Houses

Sources: TechWiser tier list, miniwars.art tier list, Fandom wiki snippets, multiple community sources. Current as of May–June 2026.

1.1 Factory Tier List

S Tier (endgame money machines – top priority once affordable):

  • Quantum Core Generator
  • Antimatter Reactor
  • Black Hole Generator
  • Nuclear Reactor
  • Data Center

A Tier (strong mid-to-late game; core economy):

  • Oil Refinery (especially post-May 2026 buff)
  • Factory (dual income + unit production role)
  • Workshop (tempo multiplier for all construction)
  • Storage Center (hidden multiplier β€” auto-collection)
  • Carrot Farm (first real income pivot)
  • Wood Plant (low cost, fast production cycle; one of the better early investments)

B Tier (useful stepping stones or specific unlocks):

  • Power Plant (required for T3 Research Tree unlocks)
  • Iron Cave
  • Cement Plant
  • Steel Mill (prerequisite for military progression beyond Barracks)
  • Bank

C Tier (situational / fill roles only after A-tier base established):

  • Hospital
  • Radar (20 income/min for $800 cost = 40-minute payback; poor early ROI)

D Tier / Starter (place once, sell when better becomes available):

  • Wheat Farm
  • Farmhouse

1.2 Military Building Tier List

S Tier (endgame military β€” the only logical late-game investment):

  • Spider Base (unit HP far above anything else)
  • Mech Station (alongside Spider Base as co-dominant late-game force)
  • Air Fortress (extreme cost but raw HP comparable to S tier)

A Tier (strong mid-to-late game offensive and support):

  • Air Base / Black Hawks (meta offensive tool; required for offshore captures; dominant in current build)
  • Missile Launcher (meta support; paired with Air Base in the canonical comp; run in pairs)
  • Soldier Statue (free damage multiplier for all nearby units; easy to overlook)

B Tier (reliable mid-game before Spider/Mech):

  • Tank Base (ground dominance in mid-game)
  • Bunker (strong defensive absorption)
  • Vehicle Base

C Tier (stepping stones / specific situational defense):

  • Sniper Tower (entrance defense)
  • Warthog Airfield

D Tier (early game only β€” minimal combat value):

  • Border Tower (starter defense; discourages casual early raids only)
  • Barracks (essential early for civilians, not primarily combat power)
  • Wall / Turret (zero income; only justified in heavy alliance defense scenarios)

1.3 House Tier List

S Tier:

  • Double Turbo Tower (+55 civilians per building; doubles next-best option; the endgame housing target)

A Tier:

  • Giant Skyscraper (+30 civilians, $1B; exceptional value vs. Double Turbo Tower cost)
  • Small House (highest civilians-per-space-taken ratio among basic options; top efficiency pick regardless of appearance)

B Tier:

  • The Manor ($10M, Mythic, +14 civilians; best mid-game housing value)
  • Skyscraper ($400K; best Epic option; build several before transitioning to Legendary+)

C Tier:

  • Helix Tower (close to Manor output but costs significantly more; stepping stone not destination)

1. General Tips and Advanced Notes

1.1 Economy

  • Population (civilians) multiplies income; never neglect housing investment
  • Always sell resources when market prices are favorable β€” wait for surges rather than selling immediately
  • Unlock Financier and Trader research upgrades as early as practical to increase market prices
  • Replace old buildings aggressively; a building slot holding a low-tier structure is always opportunity cost
  • Leave room for expansion in your base layout (bigger plots since June 2026 update)

1.2 Military

  • Never rush military before economy is stable β€” a player with advanced industry and a moderate army consistently outperforms a player with a massive but under-resourced one
  • Scout before every attack
  • Use Soldier Statues in defensive clusters for free damage amplification
  • Use Worker Statues in factory clusters for free speed buffs
  • Air units (Black Hawks) are faster and more effective than ground units for offensive operations
  • Combine Military Hospitals with expensive late-game units to improve survivability

1.3 Territory

  • Conquered territories stack money multipliers and civilian bonuses β€” compounding advantage is the real engine of late-game wealth
  • The first player to conquer key zones gains a compounding advantage

1.4 Diplomacy

  • With only 6 players per server, diplomatic awareness matters
  • Avoid the most aggressive player while building
  • Forming alliances converts rivals into resource partners (via Transport Pad)
  • Declining an alliance does not automatically create enemies

1.5 Progression Order (consolidated from all sources)

  1. Farmhouse + Wheat Farm β†’ sell output
  2. Workshop (immediately)
  3. Storage Center (dead-center of factories)
  4. Barracks (civilians + minimal defense)
  5. Upgrade to Carrot Farm / Wood Plant β†’ sell old Wheat Farm slots
  6. Expand land before cramped
  7. Research Tree: unlock Financier and Trader early
  8. Scale to Oil Refinery tier
  9. Houses: upgrade progressively (Skyscraper β†’ Manor β†’ Giant Skyscraper β†’ Double Turbo Tower)
  10. Military: Air Base + Missile Launcher composition
  11. Late game: Research Alliances; Spider Base / Mech Station for military

1. Update History Summary

UpdateKey Features Added
Total War EventGems, Quests, Black Market, army control system, core progression mechanics introduced
(subsequent update)Tech Tree system, missile rework, market changes, progression rebalance
(subsequent update)Oil Rigs, Raid Events, territory expansion, new military bases, economy rebalance
(subsequent update)Quantum production, smarter NPCs, alliance expansion, new high-tier buildings
(subsequent update)Weather overhaul, toxic zones, DIVINE units, late-game chaos events, stronger defenses
June 20, 2026Super Workers System, bigger city plots, city save system, new code redemption system
June 27–28, 2026 (Generals)Generals system, Cargo Storm weather event, "roll, choose, decide" mechanics

1.1 Active Events (as of late June 2026)

  • Bigger Cities Event – Live; rewards building, expanding, and upgrading plots with exclusive milestone rewards
  • Generals System – Newly launched (June 27–28, 2026); see TechWiser for current Generals list and bonuses

Sources consulted: Mini War Roblox Fandom Wiki (Tips & Tricks, Military, Black Market, Quests, Special, Technology Tree, World Events, Updates pages via search snippets), games.gg beginner guide, ffbooyah.com beginner guide, GameRant codes page (direct fetch), TechWiser (factories table, military buildings table, territories guide, market system guide, weather events guide, toxic zone event guide, quests guide, NPCs guide, research tree, tier list, special items β€” via direct fetch and search snippets), AllThings.How (houses guide, weather events guide β€” direct fetch), miniwars.art strategy codex, miniwarhub.com wiki, miniwar.wiki, robolibrary.org, sportskeeda.com guides (market system, black market, progression guide, items list), bloxspot.com tier list, progameguides.com codes, miniwarroblox.com tier list, miniwar.games hub.

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