Total War

in INVEN Gaming4 years ago

Total War begins in 395 AD, during what is now called Late Antiquity.

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While the title character will be able to become the leader of the Huns, he is not yet in power at the start of the campaign.

Due to its setting near the Dark Ages, the game is possibly a spiritual successor to Rome Total War: Barbarian Invasion.

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Total War : Attila is a strategy video game published by Sega.

The campaign map for Total War: Attila spans from Bactria to Lusitania and from Caledonia to Garamantia in the Sahara.

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Provinces are groupings of three regions, and each region within a province can be conquered separately.

The number of cities and regions is different from Total War: Rome II, but the size of the map is similar.

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The map of Total War: Attila further extends into modern-day Russia in lieu of the eastern provinces of the Hindu Kush found in Total War: Rome II, shifting the player's attention to the nomadic Huns.

The largest settlement in a province is designated as the province capital.

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These province capitals have more building slots than the other settlements and are also walled at the start of the game, though in a change from Rome II the small settlements can eventually be upgraded to have walls.

Total War: Attila embraces an era of great change with the people of Europe migrating across the campaign map, Attila adds a new dimension in the form of a faction's religious conversion in the game that brings an array of unique benefits across the player's empire depending on the religion that they choose to favour.

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The presence of a faction's state religion offers bonuses, including provincial edicts assigned, temple buildings, churches, and even character traits.

These factors all play an important role in how dominant the player's religion is over a province.

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If a province has a population with several religions, it can have a negative effect on public order and thus lead to revolts. Factions also suffer or gain religious penalties when engaging in diplomacy with each other depending on their chosen religious affinity.

Should the player choose to convert to a new religion, their faction's overall population must have at least 35% of that religion to convert.

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