Total War: Attila

Total War: Attila – Celts Culture Pack

The Celts Culture Pack has been announced, but no release date just yet. It looks alright, and the Longbeard DLC was alright also, so I think this will be a good addition to the game.

You can play as the Ebdanians, the Picts, and the Caledonians. These three factions share one territory in the nothern British Isles and Ireland. Not too much has been shown so far regarding their rosters; but it looks like there we some unique buildings, units, technology, and missions.

Western Roman Empire Campaign Update

So far things are good. I had a few restarts as I developed my strategy. I am playing on legendary difficulty so if one mistake is made, I have to restart; there is no reloading an earlier save.

My current restart has me already wiped out the Suebians and Vandals, forced Quadians and Visigoths into peace treaties, and having control of all my original territories in Spain, Africa, France, and Italy still. The only real territory I’ve lost so far is Britain and Illyria. I’m making quite a bit per turn and I’m plowing that cash back into infrastructure. I am only in turn 16 but it is a very strong start.

I’m taking notes as I play so I can work on a guide for the Western Roman Empire campaign when I’m finished. It has been fun so far and probably one of the biggest challenges I’ve faced in any Total War game. However, after figuring out the basic strategy, I think it’s actually pretty simple, but I can see how a player can overthink the entire thing and make mistakes.

 

Quick Update – Western Roman Empire

I have been really busy with Total War: Attila, particularly playing the Western Roman Empire on legendary mode.

I have tested a few strategies, and I am testing some. Something I’ve found that was interesting is the sort of “peak income” for a high corruption faction. When you start your WRE campaign, corruption is about 75%-80%, which results in you pulling in about 600 denari a turn in income, despite owning a third of the map.

Ideally you want as little corruption as possible, but that is a natural function of the size of your empire itself: As your empire gets bigger, corruption increases. Corruption can be decreased by decree, governor, or technology.

For the WRE, you must abandon/lose territories, which has the effect of increasing your income. How many to lose is the key to min/maxing your starting income, so you have to choose carefully. So far, the most ideal corruption is roughly 40%, give or take 5%.

I have found that giving up more territories to go below 40% actually decreased by income, as the trade-off between corruption income loss did not make up better returns on income from having the territory.

The 40% number is a rough guess, which I arrived at by simply creating a game, taking note of the amount of corruption I had at start, then simply desolating territories in chunks, then seeing how much income I was generating next turn.

There is probably a better corruption number, but as it stands, it is ideal because it allows me to keep the right amount of good territories to survive the early game. Basically, I keep Spain, Italy, and Africa, while dumping the rest (almost all of Gaul and all of Britain).

That’s it for now. I’m still refining my strategy, and I plan on writing a more in-depth Western Roman Empire guide in the near future.

The Day before Total War: Attila!

Total War: Attila will be out tomorrow. I have the game pre-loaded and will jump into it and immediately into a Legendary Western Roman Empire campaign.

There are a few roster videos out there already, but from what I’ve seen so far:

1. Barbarians are still more dynamic/mobile; combat will be heavily movement and charging. One of the cooler things was that Royal Huscarls have cavalry level charge damage.

2. On that note, axe-men are their own infantry group now. They’re defined by high weapon damage but rather low armor, a particularly shield defense against projectiles.

3. Crossbow units are in, but have similar pros/cons as the ones in Medieval: High armor piercing damage, high ammo, low fire rate.

4. Roman Empire factions units are still high armor. Better spear units now, more balanced sword units, and a robust collection of slingers, skirmishers, and bowmen. Units are all very defensive, which to me kind of plays into the defensive nature of the campaign for both WRE and ERE.

5. Sassanids have a strong and well-rounded empire. I could see most players who are newer to Total War playing the Sassanids and succeeding well.

Overall, I like the direction of the rosters and campaigns from the previews. I still plan on playing WRE first as I consider it as being probably the most fun challenge in Total War: Attila.

Total War: Attila – Highlights from the latest build

More information has come out and I wanted to highlight some cool stuff about the upcoming Total War: Attila.

The Horde System

Four factions will start off as traveling armies, or hordes. They start with no cities, and instead of public order, use “integrity”. If integrity is high, the army gets a morale boost; too low and the army will mutiny.

Horde armies can encamp to avoid seasonal attrition (like winter snow) and can raid to greatly boost growth, allowing for recruitment and “spawning” more horde armies. Encamped armies can also build improvements, much like buildings, to boost the capabilities of the horde army. Even when they break camp, they will keep the buildings.

The horde armies are disabled once you capture a settlement, however, and put down roots. From a gameplay standpoint, it looks like a great way to weaken a major faction before settling down for a longer war.

This seems pretty cool but I think it’ll be more fun to defend against than to actually play. You can’t really work on victory condition until AFTER you settle down, and I would actually argue that rampaging armies is more of a unique gameplay feature for the Western Roman Empire than the horde factions.

Let me put it this way: If you’re a barbarian horde, you can build and invest in your encampment but that will get all thrown out once you settle. Before you find the right place, you may waste quite a few turns in doing so. Weakening any empire you’re passing through is a cool and important thing to do, but that’s because WRE is so big that you are basically required to have to weaken it into something mortal in order to make the game balanced.

On the other hand, as WRE, your empire is HUGE but you have four barbarian hordes cutting a swath of destruction through your lands, and it’s up to you as to how you engage them. What areas to you save,? Which horde armies do you challenge? Where will they settle? To me, it’s more fun to survive against the horde than to be the horde.

Western Roman Empire

This may be my first play-through because the starting difficulty is “legendary”. As I mentioned above, you start off with a large number of territories (most of Western Europe and Africa) but you will also have four barbarian hordes in your territory, and your northern border will have two more (The Franks and Saxons) with the three Viking factions not too far off either.

I think surviving as the Western Roman Empire against all odds on the hardest difficulty will be one of the more fun challenges available in any Total War game to date. One of the new victory conditions is surviving until a certain date; so even though your empire is large, don’t expect to hold onto all of it. You will lose a lot of territory, either because it’s being seized or you will need to destroy it yourself in order to deny your enemy. The initial onslaught is only introduction to what lies ahead: The Huns make their way over from the East and will arrive quickly.

The Huns – Final Faction confirmed

The Huns made the final cut for playable factions and they are a horde also. They have some cool faction bonuses:

Horsemen of the Apocalypse

  • +25 growth from raiding settlements
  • +1 integrity for every war being prosecuted
  • +20 food consumption in provinces where the horde is present
  • stops foreign replenishment in provinces where the horde is present

Even so, nothing from the preview build is really compelling me to play a horse faction. I figure I will play the Huns eventually, but it’s definitely not on my shortlist.

New Politics System / Technology Interface

Total War: AttilaThe ability to assign governors is pretty cool. The tech/skill trees are actually not awful to deal with now, as when you look at them in Rome 2, you couldn’t tell what skills would lead to what. Now you can actually plan out a character without accidentally investing points into something you don’t want.

Total War: Attila – Final Thoughts

Overall, I’m pleased with what I see. I’m not a fan of the unit cards, but they’re not bad. I’m not sure how I feel about the removal of the flags over units, but the new icons aren’t bad either.

It always seems like the standalone expansions are better than the base game:

  • Napoleon Total War was a polished Empire Total War
  • Rise of the Samurai was a polished Shogun 2

All evidence is showing that Total War: Attila will be a more polished Rome 2.

More Total War: Attila Information

More information out on Total War: Attila

There’s a blog post about the role marriage plays in diplomacy, as well as outlining how agents will work in Total War: Attila.

It seems like marriage will be a big feature of the family tree mechanic. In previous games, marriage was sort of a gameplay point that could be ignored. You did it so you could pick up a good general, but as long as your general wasn’t awful, he didn’t have much of an influence on how well you did in the long run.

I hope that marriage has serious gameplay ramifications. Political marriages were  important aspects in international diplomacy during the time period, so it really should be no different in Total War: Attila.

The agent change is welcome. Agents were incredibly overpowered in Rome 2, especially spies/scouts with poison skills specialized. One high level agent could completely ruin and shut down a small faction; with multiple agents you can bulldoze anyone. By forcing agents to pick one tree and only perform actions on certain things, it will at least mitigate their strength and make specialization require some strategic thought.

Who to play first?

I’ve thought about who I wanted to play first out of the factions in Total War: Attila, and I have come up with a shortlist:

Western Roman Empire

A dying empire filled with corruption, rioting, food and money shortages, and barbarians attacking from all directions? That sounds excellent. I enjoy defensive strategy, and trying to shore up the Western Roman Empire against internal and external forces sounds like it would appeal to me the most. Including the scorched earth mechanic, fighting to create a tenable situation will be interesting indeed.

The Jutes

Barbarian factions are pretty fun, usually due to their proclivity towards raiding and pillaging. I am not usually a fan of axe units, but I  like the Huscarl’s unit aesthetic, much like the ones that would appear later during the Byzantine Empire. Fast moving and hard hitting coastal assaults were pretty gimpy in Rome 2, so I hope with the emphasis on Viking “forefathers”, that we’ll finally see a naval assault faction with some teeth.

I enjoy two gameplay types: Defensive / Fighting Retreat Actions, and Assault / Raiding Actions. These two factions represent the gameplay styles I enjoy, so I will be playing them first, based on the current information.