Compare Total War: Warhammer - Trilogy prices across trusted key stores and find the best deal. Developed by CREATIVE ASSEMBLY, Feral Interactive (Linux), Feral Interactive (Mac). Published by SEGA, Feral Interactive (Linux), Feral Interactive (Mac). Released on 5/24/2016. Available on PC. Genres: Action, Strategy. Metacritic score: 86/100.

Three campaigns and one absurd sandbox map, but budget forty hours of tuition before the empire management stops feeling like homework. Worth it if you enjoy losing first.

Treat the first forty hours as tuition. That is what this trilogy asks before it pays anything back: forty hours of losing armies to cavalry you never saw come around the hill, of ignoring public order until a rebel stack eats your capital province, of hitting end turn with 300 gold and no idea where the income went. Creative Assembly's fantasy run at the Total War formula wants patience up front because it is genuinely two games bolted together. Every turn is a 4X empire puzzle of settlements, building chains, corruption and diplomacy, and then every fifteen or twenty minutes it drops you into a real-time battle with twenty units on the field and about a ten-second window to decide whether the left flank holds or folds. You have to learn both. Half-learning either one is how people bounce off at hour six. The trilogy packaging matters mechanically, not just as a shelf label. Owning all three unlocks the combined sandbox campaign, which pours factions from the 2016 original through the newest additions onto a single map that runs from the Chaos Wastes down past Lustria. That is where the real value sits. Faction asymmetry here is not cosmetic reskinning: Dwarfs grind forward with artillery and a grudge ledger, Skaven hide army strength and feed on a food economy that collapses if you overextend, Vampire Counts raise casualties back from the dirt and cannot use gunpowder at all, Cathay balances a yin-yang harmony system across its buildings, Kislev juggles two competing religious tracks. Dozens of Legendary Lords each start somewhere different with different problems, so a second campaign is not the first one with a new banner on it. Here is the part newcomers get wrong. A 200-hour strategy game sounds like a wall, and this one is genuinely more welcoming than its reputation. Campaign difficulty and battle difficulty are separate sliders, so you can play the map on Normal while dialing battles down until your unit micro catches up. Auto-resolve handles the trivial garrison mop-ups so you are not fighting a twelve-minute battle against four spearmen. You can save anywhere, nothing runs on a timer, and the pause key during battles is not cheating, it is the intended tool for reading a formation. Start as Karl Franz or a Dwarf lord, both of which are defensive, forgiving, and built around infantry lines that hold while you learn what artillery and cavalry actually do. Play the smaller original Old World map or a campaign with a fixed victory condition before touching the giant sandbox. Do that and the ramp is gentle. Jump straight into the full map as Skaven and you will drown. Where it disappoints is consistent and well documented by the community. Siege battles are the weak link: minor settlement maps repeat constantly, and the attacking AI still fumbles ladders, towers and gate assaults badly enough that a competent player can hold a wall segment forever with two units. Late-game turn times on the largest campaign map drag even on strong hardware, because the AI is resolving a genuinely enormous number of factions behind the scenes. And the difficulty curve inverts: by the time you field two elite doomstacks, nothing on the map can threaten you, and the scripted endgame crises are a blunt patch over that rather than a fix. The DLC situation deserves a warning too. The trilogy is the foundation, not the complete package, and years of lord packs sit outside it with faction rosters that feel incomplete without them. The 79 percent Steam rating reflects a real history of pricing and content-cadence anger, not the quality of the underlying strategy layer, which is excellent. The mod ecosystem is the other reason I keep recommending it. Workshop support is deep and stable, and the community overhauls rebalance unit costs, campaign economy and battle pacing wholesale. There is a long-running community bug fix project doing work the studio should arguably be doing itself, plus UI and camera mods that make a 300-turn campaign far less tiring. If you want a strategy game where the decision space stays interesting at hour 150 and the mod scene keeps rewriting the maths, this is close to the best-supported option on PC. Just go in knowing the sieges will annoy you and the shopping list of expansions never really ends. Diego, Scout Team

Total War: Warhammer - Trilogy

Total War: Warhammer - Trilogy

May 24, 2016CREATIVE ASSEMBLY, Feral Interactive (Linux), Feral Interactive (Mac)SEGA, Feral Interactive (Linux), Feral Interactive (Mac)
GamerScout Says

Three campaigns and one absurd sandbox map, but budget forty hours of tuition before the empire management stops feeling like homework. Worth it if you enjoy losing first.

PC
Best Price Available
€14.07
at Gamivo
Lowest tracked: €14.07
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GamerScout Verdict

Best for strategy players who want one 200-hour sandbox and can forgive weak siege AI plus a never-ending expansion list.

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€14.97
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€16.92
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Price History

Lowest tracked
€14.0726 Aug 2026
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About Total War: Warhammer - Trilogy

Treat the first forty hours as tuition. That is what this trilogy asks before it pays anything back: forty hours of losing armies to cavalry you never saw come around the hill, of ignoring public order until a rebel stack eats your capital province, of hitting end turn with 300 gold and no idea where the income went. Creative Assembly's fantasy run at the Total War formula wants patience up front because it is genuinely two games bolted together. Every turn is a 4X empire puzzle of settlements, building chains, corruption and diplomacy, and then every fifteen or twenty minutes it drops you into a real-time battle with twenty units on the field and about a ten-second window to decide whether the left flank holds or folds. You have to learn both. Half-learning either one is how people bounce off at hour six. The trilogy packaging matters mechanically, not just as a shelf label. Owning all three unlocks the combined sandbox campaign, which pours factions from the 2016 original through the newest additions onto a single map that runs from the Chaos Wastes down past Lustria. That is where the real value sits. Faction asymmetry here is not cosmetic reskinning: Dwarfs grind forward with artillery and a grudge ledger, Skaven hide army strength and feed on a food economy that collapses if you overextend, Vampire Counts raise casualties back from the dirt and cannot use gunpowder at all, Cathay balances a yin-yang harmony system across its buildings, Kislev juggles two competing religious tracks. Dozens of Legendary Lords each start somewhere different with different problems, so a second campaign is not the first one with a new banner on it. Here is the part newcomers get wrong. A 200-hour strategy game sounds like a wall, and this one is genuinely more welcoming than its reputation. Campaign difficulty and battle difficulty are separate sliders, so you can play the map on Normal while dialing battles down until your unit micro catches up. Auto-resolve handles the trivial garrison mop-ups so you are not fighting a twelve-minute battle against four spearmen. You can save anywhere, nothing runs on a timer, and the pause key during battles is not cheating, it is the intended tool for reading a formation. Start as Karl Franz or a Dwarf lord, both of which are defensive, forgiving, and built around infantry lines that hold while you learn what artillery and cavalry actually do. Play the smaller original Old World map or a campaign with a fixed victory condition before touching the giant sandbox. Do that and the ramp is gentle. Jump straight into the full map as Skaven and you will drown. Where it disappoints is consistent and well documented by the community. Siege battles are the weak link: minor settlement maps repeat constantly, and the attacking AI still fumbles ladders, towers and gate assaults badly enough that a competent player can hold a wall segment forever with two units. Late-game turn times on the largest campaign map drag even on strong hardware, because the AI is resolving a genuinely enormous number of factions behind the scenes. And the difficulty curve inverts: by the time you field two elite doomstacks, nothing on the map can threaten you, and the scripted endgame crises are a blunt patch over that rather than a fix. The DLC situation deserves a warning too. The trilogy is the foundation, not the complete package, and years of lord packs sit outside it with faction rosters that feel incomplete without them. The 79 percent Steam rating reflects a real history of pricing and content-cadence anger, not the quality of the underlying strategy layer, which is excellent. The mod ecosystem is the other reason I keep recommending it. Workshop support is deep and stable, and the community overhauls rebalance unit costs, campaign economy and battle pacing wholesale. There is a long-running community bug fix project doing work the studio should arguably be doing itself, plus UI and camera mods that make a 300-turn campaign far less tiring. If you want a strategy game where the decision space stays interesting at hour 150 and the mod scene keeps rewriting the maths, this is close to the best-supported option on PC. Just go in knowing the sieges will annoy you and the shopping list of expansions never really ends.

Diego
Diego · Scout Team

Strategy & simulation

Tags

auto-admittedGrand StrategyReal-Time TacticsTurn-Based Campaign4XLarge-Scale BattlesFaction AsymmetryFantasy WarfareDiplomacy SimulationImmortal Empires SandboxLegendary LordsArmy CompositionSiege WarfareCampaign Co-opHeavy Mod SupportAdjustable DifficultyLong CampaignsEmpire Management

System Requirements

Minimum

Processor
Intel® Core™ 2 Duo 3.0Ghz
Memory
3 GB RAM
Graphics
(DirectX 11) AMD Radeon HD 5770 1024MB | NVIDIA GTS 450 1024MB | Intel HD4000 @720P
DirectX
Version 11
Storage
35 GB…

Recommended

Processor
Intel® Core™ i5-4570 3.20GHz
Memory
8 GB RAM
Graphics
(DirectX 11) AMD Radeon R9 270X 2048MB | NVIDIA GeForce GTX 760 2048MB @1080P
DirectX
Version 11 Storage…

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Reviews & Ratings

Metacritic
86
Steam
79%(52,318)

Game Info

Developer
CREATIVE ASSEMBLY, Feral Interactive (Linux), Feral Interactive (Mac)
Publisher
SEGA, Feral Interactive (Linux), Feral Interactive (Mac)
Release Date
May 24, 2016

Features

Single-playerMultiplayerPvPOnline PvPLAN PvPCo-opOnline Co OpLAN Co Op+11 more

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Frequently asked questions about Total War: Warhammer - Trilogy

How much does Total War: Warhammer - Trilogy cost?

As of 31 August 2026, the cheapest in-stock offer for Total War: Warhammer - Trilogy is €14.07 at Gamivo, out of 4 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Total War: Warhammer - Trilogy cheapest?

The lowest in-stock price we track for Total War: Warhammer - Trilogy is €14.07 at Gamivo (31 August 2026). We compare 4 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Total War: Warhammer - Trilogy available on?

Total War: Warhammer - Trilogy is available on PC.

When was Total War: Warhammer - Trilogy released?

Total War: Warhammer - Trilogy was released on 24 May 2016.

Who developed Total War: Warhammer - Trilogy?

Total War: Warhammer - Trilogy was developed by CREATIVE ASSEMBLY, Feral Interactive (Linux), Feral Interactive (Mac) and published by SEGA, Feral Interactive (Linux), Feral Interactive (Mac).

Is Total War: Warhammer - Trilogy worth buying?

Total War: Warhammer - Trilogy holds a Metacritic score of 86/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.