Total War: ATTILA Guide

Total War ATTILA : Cultures & Factions for Total War: ATTILA

Total War ATTILA : Cultures & Factions

Overview

A guide to the playable cultures and factions that are available in Total War: ATTILA.

Introduction

This guide is for those who don’t have Total War: ATTILA, but who are wondering what playable factions are available. It may also be useufl for those planning their new campaign, or as a reference for those who are already in the middle of one.

Additional references

[link] — Web-based version of the in-game encyclopaedia.

Cultures

All factions are grouped into cultures. These define the general characteristics of the people and provide a theme for them collectively. All factions of a given culture receive a common “cultural trait”. The culture defines which style of architecture is used and also sets the diferent technologies and units that it can acquire.

Barbarian Kingoms

Trait = “New Kingdoms”
Building conversion rate: -50%
Factions (see also the detailed section below)…

  • Franks
  • Saxons
  • Burgundians (available through the Longbeards DLC)
  • Alamans (available through the Longbeards DLC)
  • Langobards (available through the Longbeards DLC)

Celts

Trait = “Swift Spoilts”
-15% movement speed reduction in raiding stance (factionwide)
Raiding income in neutral territory +200%
Raiding income in enemy territory +200%
All units have guerrilla deployment (all armies)
Factions (see also the detailed section below)…

  • Ebdanians (available through the Celts DLC)
  • Picts (available through the Celts DLC)
  • Caledonians (available through the Celts DLC)

Great Migrators

Trait = “The Great Migration”
Growth: +250 when initiating a migration or resettling.
Factions (see also the detailed section below)…

  • Ostrogoths
  • Alans
  • Vandals
  • Visigoths
  • Suebi

Nomadic Tribes

Trait = “Scourge of God”
Enemy morale: -10 when fighting Christian factions.
Factions (see also the detailed section below)…

  • Huns

Roman Empire

Trait = “Imperial Allegiance”
Can levy units from friendly hordes passing through Roman territory.
Factions (see also the detailed section below)…

  • Eastern Roman Empire
  • Western Roman Empire

Eastern Empires

Trait = “Grand School”
Sanitation: +1 or every province capital held.
Factions (see also the detailed section below)…

  • Sassanid Empire

Norsemen

Trait = “Viking Raiders”
Income: +75% from sacking, looting and raiding.
Factions (see also the detailed section below)…

  • Jutes (available through the Viking Foreathers DLC)
  • Danes (available through the Viking Foreathers DLC)
  • Geats (available through the Viking Foreathers DLC)

Factions

The following are the factions that you can play. There are actually many more than this, but most are AI-controlled only. These here are listed according to culture, and in the order that they appear in the game. In addition to the cultural trait (listed above), each faction gets its own faction trait too. Factions traits offer benefits for that faction, thus encouraging (although not forcing) the historical theme of the people.

Each faction has a starting religion, although this can be changed. See the section below for details about religions.

Barbarian Kingoms

Franks

Initial challenge: Very Hard
Religion: Germanic Paganism.
Faction Trait = “Ferocious Warriors”
Integrity: -50% penalty from casualties suffered.
Melee damage: +10% or every 25% casualties suffered by a unit.

Saxons

Initial challenge: Normal
Religion: Germanic Paganism.
Faction Trait = “Saxon Shore”
Income: +100 for every 10% damage caused to settlements during a battle.
Integrity: +4 when raiding.

Burgundians

NOTE: This faction is only available as part of the “Longbeards” DLC.
Initial challenge: Normal
Religion: Germanic Paganism
Faction Trait = “Bred For The Hunt”
Icy Determination: +10% unit replenishment
Harsh Sustenance: +15 food for every region with poor fertility

Alamans

NOTE: This faction is only available as part of the “Longbeards” DLC.
Initial challenge: Hard
Religion: Germanic Paganism
Faction Trait = “Germanic Unity”
Royal Splendour: +50% to general’s radius of influence in battle (all characters).
Frontiersmen: 15% increased melee attack versus Romans.

Langobards

NOTE: This faction is only available as part of the “Longbeards” DLC.
Initial challenge: Easy
Religion: Germanic Paganism
Faction Trait = “Godan’s Chosen”
Emancipators: Doubled unit replenishment when taking on troops post-battle.
The Fury of Our Maker’s Hand: +10% unit morale when fighting armies of other religions.

Celts

Ebdanians
Initial challenge: Normal
Religion: Celtic Paganism
Factional Trait: Wrack & Ruin
Sacking and looting income +75%
Income: +100% for every 10% damage caused to settlements during a battle

Picts
Initial challenge: Normal
Religion: Celtic Paganism
Factional Trait: Children of the Night
Enables night battles on land and at sea
Morale: +9 during night battles (factionwide)

Caledonians
Initial challenge: Normal
Religion: Celtic Paganism
Factional Trait: Dancing Blades
Agent action cost: -10%
Success chance: +25%
Agent recruitment cost: -30% (all provinces)

Great Migrators

Ostrogoths

Initial challenge: Normal
Religion: Arian Christian.
Faction Trait = “Inheritors of Rome”
No instability when occupying settlements from Roman factions (factionwaide).
Can recruit Roman units in settlements with Roman military buildings.

Alans

Initial challenge: Hard
Religion: Arian Christian.
Faction Trait = “Sarmatian Horsemanship”
Battle experience gain rate: +100% for cavalry units.
No post-battle casualties for cavalry units which have routed or withdrawn from battle.

Vandals

Initial challenge: Very Hard
Religion: Arian Christian.
Faction Trait = “Sea of the Vandals”
Can recruit superior-quality naval units
Income: +150% from raiding and sacking

Visigoths

Initial challenge: Easy
Religion: Germanic Paganism.
Faction Trait = “Blood Money”
Food: +10 when migrating through Roman territory.
Income: +500 from the ormation of tributary states.

Suebi

Initial challenge: Normal
Religion: Germanic Paganism.
Faction Trait = “Skilled Migrators”
Horde buildings construction cost: -35%
-35% upkeep for 10 turns for any army that loots or sacks a settlement

Nomadic Tribes

Huns

Initial challenge: Hard
Religion: Tengri.
Faction Trait = “Horsemen of the Apocalypse”
Conquest: +25 growth from razing settlements.
War: +1 Integrity or every war being prosecuted.
Famine: +20 food consumption in provinces where the horde is present.
Death: Stops foreign replenishment in provinces where the horde is present (all armies).

Roman Empire

Eastern Roman Empire

Initial challenge: Very Hard
Religion: Greek Christian.
Faction Trait = “Economic Powerhouse”
Income: +5% interest on tresury at end of turn.
Trade tariffs: +50%

Western Roman Empire

Initial challenge: Legendary
Religion: Latin Christian.
Faction Trait = “Cultural Integration”
Upkeep cost: -2% per non-Roman unit in a military force.
Constant immigration.
Immigration public order penalties: -50%

See also the section on The Last Expedition.

Eastern Empires

Sassanid Empire

Initial challenge: Easy
Religion: Zoroastrian.
Faction Trait = “King of Kings”
Income: +200% tribute from puppet states.
Puppet state levies: +3 of each type of levy unit.

Norsemen

All Norse factions are part of the “Viking Forefathers” DLC.

Jutes

NOTE: This faction is only available as part of the “Viking Forefathers” DLC.
Initial challenge: Hard
Religion: Germanic Paganism.
Faction Trait = “Despoilers”
Extra income for every enemy unit destroyed.
Income: +200% from razing settlements.

Danes

NOTE: This faction is only available as part of the “Viking Forefathers” DLC.
Initial challenge: Hard
Religion: Germanic Paganism.
Faction Trait = “Seaborn”
Immune to seasickness.
Immune to high-seas attrition.

Geats

NOTE: This faction is only available as part of the “Viking Forefathers” DLC.
Initial challenge: Normal
Religion: Germanic Paganism.
Faction Trait = “Cold Blood”
Morale: +10 when fighting during the winter.
Immune to snow attrition.

Last Expedition

These factions are available as part of the special “Last Expedition” DLC.

NOTE: These factions are available sepcfically as part of the “The Last Roman Campaign Pack” DLC. In all cases, their main faction is available as part of the main grand campaign.

Frankish Kingdom

Initial challenge: Normal
Faction Leader: Theuderic
Religion: Latin Christian
Faction Trait: Liber Francorum Aeturnum
Battle Honour: No penalty to integrity from casualities suffered in battle
Alanic Herritage: +3 experience for cavalry units upon recruitment
Reformation of the Western Empire: Control 40 regions to gain diplomatic option: Join Empire

Ostrogothic Kingdom

Initial challenge: Normal
Faction Leader: Theodahad
Religion: Arian Christian
Faction Trait: Inheritors of Empire
Impatience: +10 morale for 5 turns (primary force only) after battle victory
Occupation: No instability public order when occupying settlements.
Reformation of the Western Empire: Control 40 regions to gain diplomatic option: Join Empire

Roman Expedition

Initial challenge: Normal
Faction Leader: Flavius Beisarius
Religion: Greek Christian
Faction Trait: “Sword of the Emperor”
Reclamation: The expedition can reclaim regions for the Roman Empire
Roman Will; No movement cost for the Fortify and Encampment stances
Reformation of the Western Empire: Control 40 regions to gain diplomatic option: Join Empire

Vandalic Kingdom

Initial challenge: Hard
Faction leader: Gelimer
Faction Trait: Masters of the Mediterranean
Piracy: +100% increase to the income from raiding in all provinces and sea regions
Sabotage specialists: +20% to the success chance of sabotage actions
Reformation of the Western Empire: Control 40 regions to gain diplomatic option: Join Empire

Visigothic Kingdom

Initial challenge: Easy
Faction Leader: Theudis
Religion : Arian Christian
Faction Trait: Regnum Toletanum
Persuasive: High rate of religious conversion in all owned provinces
Tolerance: No public order penalties from immigration in owned provinces
Reformation of the Western Empire: Control 40 regions to gain diplomatic option: Join Empire

Religions

All factions have an associated religion, each of which comes with its own trait:

Celtic Paganism

+3% Wealth from all sources.

German Paganism

Army recruitment capacity: +1 (all provinces)

Arian Christian

Religious influence: +1 Arian Christianity (all regions)

Greek Christian

Research rate: +5% or civic developments (factionwide)

Latin Christian

Religious Influence: +1 Latin Christianity (in neighbouring provinces) (all provinces)

Tengri

Integrity: +1 (all forces)

Zoroastrian

Growth: +1 (all provinces)

Minor religions

Eastern Christianity: (tbd)

Judaism: (tbd)

Semitic Paganism: (tbd)

Graeco-Roman Paganism: +2 Sanitation each Region, factionwide

Manichaeism: up to +1 public order in a region based on the percentage of Manichees in the region.

Notes

The listed religion is the official state religion, and not the balance of what the population actually believes. In reality, there will always be a mix of different beliefs amongst your people. However, a more “monoreligious” demographic will have better public order. The faction leader can change the official state religion, but only once. Priests and priestesses can be used to convert lands prior to invading, in order to minimise public disorder after conquest.

This guide is under develoipment and will be updated over the course of the next few days. Please visit again soon to see the new content and feel free to leave suggestions, requests or feedback in the comments below.

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