Total var atilla how to open all factions. Total War: Attila - a visual guide for beginner barbarians

The Forgotten Realms mod for Total War: Attila adds many new (forgotten, as the name suggests) kingdoms, states, or simply tribes to the Grand Campaign. Most of them become available for the player's choice. Victory conditions are spelled out for everyone, the lines of units have been worked out, that is, all the paraphernalia necessary for a full-fledged campaign has been created.

If you simply list the features of the modification, then they are as follows:

  • Added 28 factions
  • Added victory conditions
  • General models for all factions
  • All factions are equipped with individual features
  • Lines of units are prescribed for all
  • Added missions and tasks
  • All nomadic tribes can settle
  • In general, the camp has undergone restructuring

As you can see, the list looks quite serious and thorough. It has everything you need for a good mod. “Good wife, good home. What else does a person need to meet old age? - said the character of one popular film. By the way, do you remember which one? So, to these words we can add: new factions, new units in the mod for "Total War: Attila".

"Forgotten Realms", that is, "Forgotten Realms". What factions, according to the authors of the mod, have the game developers forgotten? Oh, there are quite a few. And even having stuffed 28 pieces into the game, not everyone will be able to catch on. What can you do, such an era - states arose and crumbled in a matter of years.

Initially, in Total War: Attila, two hordes of Huns were playable in the Nomad group. Added to the mod:

  • Boudiny
  • Sabirs
  • Magyars
  • Roksolany

To be honest, I haven't even heard of all of them. Who are the Budins and Sabirs - without an interent and “I don’t remember”. Roughly the same story with the eastern empires. Earlier in this section there were only Sassanids. Added to the mod:

  • Anthropatena
  • Afrighids
  • Makran
  • Armenia

Don't be scared. We will not list everyone. There are very many of them. But I wanted to indicate the approximate composition of the Forgotten Realms mod team. Next, we will be more brief. The Slavic brotherhood was replenished with three West Slavic tribes from the territory of present-day Poland and Germany. Apparently, these are the so-called Polabian Slavs.

The ranks of the northern peoples condensed. Due to all sorts of Jutes-Angles-Saxons. But the center is still in the east. The “eastern states” section appeared in fashion, and as many as six small, often single-province factions were shoved into it.

For one of them, Abazgia (on the territory of modern Abkhazia), I tested the mod.

Abkhazia is a typical one-province oriental minor. At the start, one region and one defective army. Not even agents. But the income is quite decent. And if you conclude trade agreements with the surrounding factions, of which there are many, then it becomes generally good.

Rushing to hire an army is not necessary yet. Abkhazia is located very favorably. From the south, one-province Transcaucasian peoples. Not only do they not pose a threat, but on the contrary, they are rushing with might and main to conclude non-aggression pacts. We graciously present these treaties to them and expand to the north and east. In these directions are wastelands. So when you master them, you will have to ring not with steel, but with gold. For a couple of years, I calmly colonized them and began to develop them.

We build barracks in the capital. But it's hard and slow work. Initially, you can hire only the most lousy rogue like Caucasian spearmen. Yes, and they are formed in two moves. So these units must be protected from the very beginning. They are really good.

The emphasis in the troops of Abkhazia is on mounted archers and light infantry. Mounted archers (from the start, it seems, as many as three squads), when used correctly, are a valuable acquisition. Action on the flanks, entering the rear, diverting the enemy's shock cavalry - in general, there are a lot of options for their use. We must save.

The composition of the Magyar army was very surprising. I expected the horde to have large masses of cavalry, but nothing like that. They have cavalry, but only three units. And not a single detachment of mounted riflemen. The infantry is represented mainly by spearmen, whom my Bosporans cut down in close combat like d'Artagnan of the cardinal's guards.

A little later, that is, by the year 400, we were already able to produce our own infantry in commercial quantities. All these, however, are light infantrymen. But at least among them there are fighters with axes and swords. And this variety can already be used against the enemy, aiming shock infantry at their spearmen.

Then the offensive is carried out in the direction of the Crimea. For, as my Abkhazians declared, Crimea is ours. Chersonese is a very large walled city. If the opponent's stack sits there, it will not be easy. I actually had to. The assault used two stacks of ground troops and one almost complete fleet. Yes, yes, do not be surprised, my Abkhazians are noble sailors. True, at this moment there are only two types of ships - slingers and swordsmen. The combined strike decides a lot. Chersonese fell.

Total War: WARHAMMER

We waited, we believed. And our faith was rewarded! Announcement Total War: WARHAMMER took place! The skeptics were put to shame, but the Wahomans rejoiced! But the developers on the forums have already managed to tell a lot of details. Did you know first? that this will not be one game, but a trilogy flavored with a whole bunch of add-ons and additional paid and free content. Secondly, there will be only four factions (Empire of Sigmar, Greenskins, Dwarves and Vampire Counts), but they promise to make them as elaborate as possible, rich in units and really different from each other in terms of gameplay. Thirdly, the heads of factions are now not just generals who are not a pity to lose in battle. Now these are Legendary Lords (Karl Franz, Grimgor, Thorgrim and Mannfred von Carstein), heroes with unique weapons, mounts, gear and a set of quests. They also promise such novelties as flying units, magic, tanks, cannons and muskets ... in general, yummy! In general, we are waiting for more information and hope that the game will be a breakthrough in the series.

Well, we hasten to reassure the apologists of historicity - a separate team is working on Warhammer. Historical games Total War does not slow down the production of a fantasy game.

More about

Total War: Attila

The announcement of Total War: Attila, on the one hand, surprised us a lot, and on the other hand, once again proved that SA is on the beaten track. After all, Attila is essentially a sequel to the "Invasion of the Barbarians" addon for Rome 1. True, this time they did not become modest and called it a "new game". Okay, we won't argue. A separate game about the invasion of barbarian tribes on the civilizations of the ancient world is wonderful. It should be noted that the developers really did a great job. According to most players, Attila really turned out to be a worthy product that allowed them to plunge into the dark era.

More about Total War: Attila Part 1 And Part 2

Total War: Rome 2

The announcement of Rome II Total War took place on July 2 and it caused a real storm of delight in our community! So people yearned for hand-to-hand combat and legionnaires that the announcement of the sequel was perceived as a real miracle and a "dream come true." To again lead the legions bound by iron discipline, unshakable Greek hoplites and Macedonian sarissophores into battle, trample enemies with elephants and throw severed heads - is this not happiness! But the new Total War games are also naval battles. And here there will be a lot of fun, because the developers promise active interaction between the ground and naval forces. Mutual shelling between coastal fortifications and warships in the roadstead will give a new degree of freedom to the "strategos" of the ancient world.

Total War: Attila is the sequel to Creative Assembly's popular strategy series and one of the best games of the first half of 2015. In our review, we gave it 8 points out of 10. In this article, we have collected the most popular questions about the game and answered them.

How to play

The goal of the game for the barbarians is simple and global: go through all the lands of the world, robbing, devastating and burning everything in the bud. If you choose a more civilized state, you have to fight off the nomads, and then go on the counteroffensive.

What's new

While in previous games you first built your empire, in Attila in many cases you start the game with already developed civilizations. The massive kingdoms in Attila will have to defend their own lands, the barbarians will have to plunder their neighbors, and the nomadic Huns will have to walk across Europe like a swarm of locusts.

Your rule may also be threatened from within the country. You will be represented in the campaign by members of your ruling family, whose loyalty is bought by appointments and marriages. Balance is important in governing: by keeping everything under your heel and cracking down on opponents, you bring tyranny closer, and using a carrot only convinces supporters of your weakness.

Attila's most notable innovation is the hordes. The horde mechanic allows the player to create mobile settlements. When a horde is on the move, it is no different from a traditional army. However, at any moment this army can settle down and start training troops and learning new technologies. More than half of the game's factions, including the fearsome Huns, can turn into hordes.

Where to buy and download

You can buy the game on Steam.

When will the pirate come out

Gmbox does not support piracy.

How to play online

Online play is available in the licensed version of the game.

As in Rome 2, the game's multiplayer features both individual battles and a campaign mode that takes place on the same map as the single-player mode. Also in multiplayer you can participate in nine historical battles.

Total War: Attila crashes, what should I do?

If every time you start the game it gets stuck on the loading screen and sometimes returns you to the desktop, update your video card drivers.

If you get error 53, disable the antivirus firewall and start the game. This error occurs due to the fact that the program does not allow to exchange information with the game server.

If the game does not launch at all, check the integrity of the game files on Steam.

When will the patch come out

For Total War: Attila, two patches have already been released: one on February 4, and the other on February 25. If the first patch contains mainly performance improvements, gameplay fixes and patches that treat constant crashes from the game, then the second one adds new content to the game, fixes the balance, improves the interface and optimizes the game. When the next patch will be released is still unknown, however, most likely, it will be released along with the new DLC.

Where are the saves

Example path: C:\Users\*username*\AppData\Roaming\The Creative Assembly\Attila\save_games

What to build

Different factions differ from each other in starting conditions and gameplay in general, so there is no universal development path. The economy of the Romans, for example, is in a bad state at the start, so when playing as them and getting a break between barbarian raids, it is worth considering the construction of trade buildings. It is better for the Huns, who do not have the opportunity to settle down, to divide into hordes and develop them separately.

All factions, however, should think about the construction of buildings that improve sanitation in the regions - this will help prevent the plague.

How to move or change the capital

No way. Even after migration, your capital will be the first settlement you occupy.

How to defeat the Huns

After several victories against Attila, you will receive a message saying that Attila's next defeat will be his last. After defeating him again, another message will appear confirming his death. Such a loss will reduce the ability of the Huns to produce armies and allow you to defeat the nomads.

How to unlock all factions

Only 10 factions are available in the main game. The remaining nine are unlocked through the purchase of three DLC (Culture Pack) sets: Viking Forefathers, Longbeards and Celts.

How to appoint a governor

Only male members of your faction can be appointed to the position of governor. Go to the "Family" tab in the faction window, select the required character and transfer it to the position from the list panel on the right.

How to change religion

Change is possible if 35% of your population are representatives of the religion you need. After that, open the "Factions" window, go to the "Summary" tab and click on the "Convert" button next to a specific religion. The destruction of temples of your current religion, for example, Christian cathedrals in the Western Roman Empire, will help speed up this process.

Why are barricades needed?

Barricades are used in sieges to protect your cities. True, they are placed only in predetermined places and are not very durable.

Where to watch political events

Political events after their first appearance can be re-opened by clicking on them in the upper right corner.

Where to get wood

Barter wood with a faction that has stocks, or capture a city near which it is. Then build the building needed to mine it.


Any fan of Total War knows that in almost every game in the series, all the factions available to choose from are significantly different from each other: kingdoms and empires have their own unique units and special bonuses that help them on the global map. The complexity of the game for any state is determined by its initial geographical location, neighboring countries and the number of provinces under control. In this article, we will talk about the main factions of Total War: Attila (DLC powers are not included in this guide), their strengths and weaknesses, and give a couple of tips on how to succeed for each nation.

Ancestors of the English start the game in the north of modern Germany. They have at least three ways to expand. You can, for example, try to unite the nearest Germanic tribes under your command, but then it will be more difficult to conduct diplomacy with the rest of the barbarian kingdoms, who will immediately be outraged by the fact that the Saxons are killing blood brothers. As an alternative - make alliances with the most benevolent neighbors and go to seek glory in the south, in the Western Roman Empire. Under the pressure of numerous savages, the Romans are unlikely to put up serious resistance. But it should be borne in mind that the lands of Central Germany are not particularly fertile, therefore, as soon as severe colds hit, the young kingdom of the Saxons with its new territories will have a hard time.

The best way to start a campaign for the Saxons is to repeat their historical path and sail to Britain. The rich provinces of foggy Albion are an ideal base for future conquests. The British Isles are cut off from Europe by the ocean, so most of the time the Saxons will be in absolute safety: even the bloodthirsty Huns are unlikely to wander so far. The player will have time and resources to develop and then invade back to the continent. And already there you can either continue the expansion of the empire, or arrange a mass destruction of foreign cities (the Saxons receive extra money for buildings destroyed during the siege of the settlement - this is their unique feature). You need to capture Britain quickly, because there are an incredible number of people who want to grab a piece of the sweet pie: the Scandinavians and local Celts will probably try to conquer the valuable islands first. Luckily for the Saxons, they boast one of the strongest armies among the northerners. Their strength lies in heavily armored swordsmen, in squads of shock infantry armed with two-handed axes, and in pikemen capable of stopping the onslaught of any enemy cavalry. In addition, the Saxons employ pretty good javelin throwers, who are not much inferior to similar Roman units.

The campaign for the Franks in many ways repeats the game for the Saxons: they, too, should not spoil relations with the barbarian neighbors, and therefore it would be better for the player to start a war not with the German brothers, but with a weakened Rome. In addition, the lands of the modern Netherlands, where the Franks settled, are within easy reach of fertile Britain, which definitely gives them a head start in conquering the islands. Also, the Franks should make their first moves deep into Western Europe, say, further south, to warm Spain, which may well serve as the core of a future superpower.

In battle, the Franks stand out from other barbarians with their unique feature: the more casualties their units bear, the better they fight. This pushes the player towards a more risky and aggressive style of play. But even without such a bonus, the Frankish troops are still a formidable force. So, first-class infantry is available to them, which uses axes instead of swords and more effectively copes with enemy foot units. Special praise also deserves the heavy cavalry of the Franks - "Sacra Francis". Clad in gleaming chain mail, these precursors to medieval knights are some of the best riders in the game.

The Ostrogoths, like the rest of the nomadic tribes in Europe, do not own cities and provinces at the beginning of the game. Their horde is forced to flee from the cruel Huns and seek new lands for their kingdom. In the campaign, the Ostrogoths got one of the best faction bonuses: they do not receive additional discontent of the population when they occupy the cities of the Romans. In addition, in addition to their own barbarian fighters, in the occupied territories, the Ostrogoths can hire Roman units for service. The Eastern Goths should establish a kingdom in Italy: the Apennine peninsula is easy to defend thanks to the Adriatic Sea. In Italy, the Ostrogoths will have enough time to create one of the strongest armies in the game: the army of the Eastern Goths consists of experienced German horsemen, Roman legionnaires, dangerous Thracian warriors and the toughest pikemen. One squad of such warriors, armed with long spears, easily destroys hundreds of enemy units when swordsmen and ordinary spearmen cover its flanks.

Visigoths

The campaign for the Western Goths starts right in the heart of the Byzantine Empire - in Greece. The Visigoths may be the first to try to ruin the local cities for the sake of quick profit: the Roman army in this region does not pose a great danger. After the devastation of Greece, the player should think about a permanent place of residence for their barbarians. Spain, Italy, or even fertile Egypt could become the new homeland of the Visigoths. On the way to the intended goal, the Western Goths should turn the rest of the savage tribes into vassals with fire and sword in order to receive additional gold from their subjects every turn.

Although the army of this faction cannot be called weak, it cannot be compared with the Ostrogoth army: for example, the Visigoths do not have access to top pikemen and Roman units. As compensation, they were given good slingers and mounted skirmishers, but these fighters play far from the most important role in the battles.

In the current version of the game, the Alans are one of the weakest nations in Total War: Attila. It is not easy to play for them on the global map, because to win you need to hold two regions remote from each other: one is in the south of France, the second is near the Caucasus Mountains. Protecting these territories is especially difficult due to the fact that the Alans got rather mediocre units. Although the cavalry of this faction receives certain additional bonuses, the Alanian riders lose in everything to similar units of other barbarians, which from the point of view of history is completely untrue. For example, the horse archers of the Alans do not have the critically important skill "Parthian shot": they cannot shoot at a gallop at the enemy horsemen chasing them. In general, it is better to postpone the campaign for the last descendants of the Sarmatians until the release of the next patches, where, we believe, they will pay more attention to the balance of units.

The Vandals start the game in present-day Poland, where they would be best off on a military campaign through Italy to colonize northern Africa or Mediterranean islands such as Crete and Rhodes. The strength of the Vandals is in their magnificent fleet: they can build the best ships in Total War: Attila. That is why their kingdom must have access to the sea so that powerful ships protect the state from numerous invading armies.

On land, Vandal units also deserve respect. Their half-naked berserkers always fight to the last and can outshine similar Scandinavian units in combat qualities, and their elite riders in many ways surpass even the Huns' riders.

On the global map, the computer-controlled Huns are the most powerful and dangerous faction in the game. The reason for this is that when the bloodthirsty nomads are led by Attila, artificial intelligence actively cheats: the Huns do not pay money for the upkeep of units and massively recruit the strongest fighters into their armies. But if a person plays for the Huns, the situation changes dramatically.

Deprived of cheating bonuses, Attila's nomads are not such a formidable tribe. Unlike other peoples migrating across Europe, they cannot establish their own state on the occupied lands. There are a number of problems associated with this fact. For example, the armies of the Huns, which also play the role of mobile settlements, are vulnerable to enemy agents: the actions of a handful of enemy spies can lead to the fact that the formidable tribe of the Huns will never budge. In addition, the horde of steppe warriors grows at an extremely slow pace, and it takes a lot of money to maintain it. Almost always, the army of the Huns will be inferior in size to the armies of small barbarian kingdoms. This must be taken into account when declaring war: if you make too many enemies, the Huns will quickly be outnumbered, and as a result, the player will be pursued by dozens of enemy armies all over the map.

Historically, these Asian nomads were famous for their cavalry, but in the game their cavalry leaves much to be desired: almost all Hun horsemen have a small amount of health and very light armor, which is why they lose in battle even to the cheapest German horsemen. But, oddly enough, the Huns boast the best infantry in the game. Therefore, in order to win, the player's army must consist mainly of foot soldiers.

Western Roman Empire

The campaign for the Western Roman Empire is a real test, where the player is desperately trying to keep his giant country intact, torn apart by barbarian tribes. The main thing is to come to terms with the fact that it is unlikely that you will be able to hold all the provinces that ZRI controls at the beginning of the game. Britain is likely to be lost first, followed by Spain, where popular discontent will quickly lead to uprisings throughout the region.

The best thing a player can do to repel a barbarian invasion is to quarrel between them. In the first moves, you should use some of your money and try to involve different factions in a war with each other. This will weaken the external threat and give more time to prepare the defense.

The Western Roman Empire is hard to play primarily because of the weak army. The ZRI has incredibly powerful crossbowmen available, but in terms of heavy infantry and cavalry, it lags far behind the barbarian peoples.

Eastern Roman Empire

The Byzantine Empire lasted almost a thousand years longer than its western sister, and playing Total War: Attila you understand why. Without a doubt, the army of the Eastern Roman Empire is the strongest in the game: the Byzantines can defeat anyone thanks to excellent cavalry (the tagmata cavalry is considered the best in Attila), cheap, but very effective archers and the best infantry in the civilized world. In addition, Byzantium dominates the sea, as it uses warships with "Greek fire" - a flammable liquid that burns enemy ships in seconds.

On the global map, the Eastern Roman Empire is doing better than the Western one, but you should still be prepared for the fact that Byzantium will make many enemies as the game progresses. On the first moves, the military alliance with the second Roman Empire should be broken so as not to be drawn into wars with the numerous barbarians of Europe. The savages, by the way, will immediately appreciate such a diplomatic gesture and begin to treat the eastern emperor more favorably: it may even be possible to conclude a truce with the Huns. The fewer conflicts in Europe, the more attention can be paid to the situation in the east, where the Sassanid state is located - this Iranian power, and its vassal countries will sooner or later declare war on Byzantium.

The unique bonus of the Eastern Roman Empire is that each turn the power receives 5% of the amount of gold that is stored in the treasury. That is, for example, forty thousand gold coins will bring at the end of each season an additional two thousand coins, and this is in addition to other sources of income. Therefore, it makes sense to save large sums of money for the sake of higher interest.

Sassanid state

The economic power of Byzantium can only be surpassed by the neighboring Sassanid Empire. Ancient Iran receives double tribute from vassal countries, which allows it to develop infrastructure and create large armies without any hassle. The stability of the state is also ensured by increased sanitation in cities: the chance that plague will break out in Persian settlements is very low.

Overall, the Sassanid State is a great faction for beginners. The Iranians are very easy to play, as their country, surrounded on all sides by mostly loyal subjects, is located in a safe region, where the only potential threat is the Eastern Roman Empire. The same Huns rarely travel this far to the southeast of the map. The Sassanids have more than enough time to build up their strength and set off to conquer the west using war elephants and heavy cavalry.

Total War: Attila is a difficult strategy, especially when playing as certain factions. To successfully complete the campaign, you need not only to understand the intricacies of game mechanics, but also be able to use the strengths and weaknesses of each nation to your advantage. Without the necessary knowledge, the player is likely to lose easily, and his state will never leave any trace in history.

Here they are, the Horsemen of the Apocalypse. Four? Drop it. There are hundreds of thousands of them, and they multiply faster than your slaves manage to clean up after the master's orgy. As you finish your first glass of wine in the morning, a dozen more Horsemen of the Apocalypse jump into the saddle and look forward to bursting into your villa, slaughtering the servants, quartering you alive and burning the whole house for the glory of Heaven. Because the roof that cannot be rolled up and put in a cart is the roof of a tomb, and the tomb is inhabited exclusively by the dead.

Approximately such ominous predictions were probably listened to by the imperial Roman nobility, basking in luxury, at the end of the 4th century of our troubled era. That's when it starts.

The air filled with smoke and blood

Total War: Attila did not become a "named" part of the series, as where the campaigns were based from and to on the adventures of a cunning Corsican. Attila inspired by another page in the history of the series total war- addition Barbarian Invasion, and even dedicated to the same era, which foreshadowed one of the blackest nightmares of the civilized world. Only here this era was shown in all its perishable splendor. And with all the modesty of visual means.

The small pile on the left is the Huns' camp. In addition to production functions, it is useful in that the units in it do not suffer from the vagaries of the weather. Even from frost!

But the most noticeable difference from Rome 2- artistic. It catches the eye right from the splash screen in the main menu: against the backdrop of a red glow from a distant flame, endless hordes are jumping, militant Mongolian music is playing. Demonization in the flesh, although the Huns, the perpetrators of the Great Migration of Nations, plunged Europe into the darkness of the "Dark Ages" not for occult reasons. But who cares when the world collapses?

Each of the playable factions was provided with a mournful introduction, where the player is reminded: comrade, the hour of reckoning for free days is approaching. Or vice versa - we will burn the Eternal City, we will trample the crops! On the campaign map, the colors have faded, red and black predominate, and fire is blazing everywhere as a symbol of reckless crushing power. Fire colorfully devours the lands that you chose to completely destroy. The boundaries of the zone of aggression around the army are marked by dancing flames.

In battle, fires are expanse. Archers with fire arrows burn not only enemies under fire, not only houses and barns - even the trees in the forest where the skirmishers are hiding will flare up from arrows flying through the foliage.

The eye will not rejoice! In dynamics, the fire is even more impressive. And very useful, by the way, if you do not want to leave potential enemies in the rear.

At the same time, the desired mood is still not achieved with the success that the developers had hoped for. Partly - because of the caution of artists who did not dare to go against reality and, for example, add crimson tones to the sky. Partly - because the game is more complicated than usual, but only thanks to the wrong properties at all Total War: Attila that advertised in the first place.

My name is Horde

At the forefront in the action of the new total war- of course, the decaying Western Roman Empire and its enemies, the Hun tribe that came from Mongolia. Byzantium will have time to mothball and fall only in the 15th century, all sorts of Franks, Saxons, Goths are just a dancer for the people of Attila, and the eastern empire of the Sassanids missed all the fun and went to be devoured by the future Arab Caliphate.

That is why Rome and the Huns are played completely differently than before.

In 395, the Eternal City owned almost all of Europe, excluding Scandinavia, Northern Germany and the territory of the future Scotland and Ireland. But the greatness of Rome is fragile: unwashed savages from all sides try the borders to the tooth, and someone gnaws at the empire from the inside. The army of Rome is small, incomes are negligible, and the popularity of the Senate and Caesar himself in the regions is falling. The elite is split, control is slipping away... in short, playing as Rome will turn into a painful struggle with the rules of history. Just have time to fight off the barbarians, retreat into the depths of the possessions and frantically count denarii, with a shudder foreseeing the cost of provisions.



The symbols are now even clearer, but it can be difficult to separate the infantry from the spearmen in the crush.

The faction of the Huns is difficult not so much to manage as to understand. Steppe nomads are really nomads, they do not have cities, but they cannot capture. Because the horde! In fact, this trick has already been used in Barbarian Invasion, and in Attila just slightly modified.

Each army of the Huns (as well as other nomads) serves as a mobile city, where yurts for various purposes gather and the Hun hordes train. In order for the "parking" functions to work, the horde will have to be camped. To do this, you should keep a quarter of the movement points of the army: that is, advance three quarters of the route - and pitch tents.

At the same time, a lot of little things pop up that could not get into the field of view. So, several hordes cannot be kept in the same area at the same time: they quarrel and receive powerful fines to the already meager income, and they eat beyond measure. It is better to keep the hordes at a distance and bring them to the equestrian fist only for mass battles.

In terms of income, standard building income is always higher when the horde is encamped. Many incomes are inaccessible to her: from trade, for example. The method of earning recommended by the game - raids on every little thing with a demand for tribute - works badly: the tribute is ridiculous, barely enough for travel, and the tributaries strive to make an alliance with your enemies and start the war again. It takes valuable moves, resources, and people to reason with them again.

Close combat always turns into a dump. This is especially dangerous for the cavalry, which will be taken apart for offal in no time, as soon as it stops.

The military doctrine of the Huns is a complete equestrian fetishism. Mounted archers, mounted swordsmen: why brake infantry when there is maneuverable cavalry? That is why battles on behalf of the Huns are demanding on fine motor skills. Run, give a couple of volleys, run away; swoop in, clanging blades, and gallop away, dropping manure. Even small villages become a cemetery for small Hun forces, because there is nowhere to turn around, and the enemy has many opportunities to arrange a dump and tie down the actions of the cavalry. We will mournfully keep silent about the siege: more than one company of cavalry found its stupid death at the gates.

The game for the Huns is perhaps as intense as for the Roman Empire, but much more mobile, flexible and multivariate. If you want - rush to the Caucasus, butt heads with the Sassanids, if you want - gnaw on Byzantine merchants, if you want - a hooligan in the Gallic forests. Everywhere it will be equally difficult for the Huns, and equally interesting for us.

Who will remember the old

Something in Total War: Attila returned on the urgent advice of the public (fans simply knocked down the rating on Metacritic). For example, a family tree. Now there is more fuss with domestic politics, and the promotion of the right people and the persecution of the unnecessary have become a routine.

Similar dilemmas will confront you if you like the path of intrigue and careerism. The set of actions is not rich, but the consequences for the elite are great.

Diseases and epidemics have returned in a new form: now they do not fall on you "by the will of the gods", but serve as a direct and logical consequence of poor sanitation and high pollution. For example, good workshops and populated urban centers generate more and more garbage and sewage, and wells, as well as ditches and other primitive means of sewage disposal, will be useful to neutralize them. One more headache.

The professional growth of commanders is now expressed by a full-fledged skill tree (armies got the same joy at their disposal). Among the perks are both regular increases in zeal, prestige and cunning, as well as percentage increases to any parameters, whether it be the maintenance of cavalry units or the speed of movement on the campaign map. True, these bonuses are distributed along the tree stupidly, and some extra perks will have to be taken to get to more useful things.

A family tree is more like a return of an old debt than a generous gift. To whom illegitimate children?

But as for the promised brutal street fighting with barricades and crushing in the squares, it did not grow together. That is, formally there are barricades in the game, they are allowed to be built, but not so much as to correct the course of enemy troops. And the streets, perhaps, are too much to make a cunning maze out of them.

But still, the rules of the siege have changed a bit: the blockade of the city has lost its meaning, since it lasts ten or even all twenty moves. Help will eat you all the baldness, until the townspeople finally surrender, and the military ranks will noticeably thin out.

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