After your army conquers a settlement it has the choice to sack (giving a huge income boost), settle (permanently move in), subjugate (if their last settlement), grant independence (a new faction rises from under the yoke of their oppressors), or raze the settlement. On the way, you should engage sack unguarded settlements for shiny loot. The main goal as one of these settlements is to decide where you would most like to settle. These have slots just like cities for tent upgrades, and you can recruit (or replenish) units while your army is settled. In other words, your cities move with you. In essence, you start with no owned regions but instead have armies that can create vast sprawling tent settlements each turn. These factions are a completely new and unique feature in Attila: Total War. These include the Visigoths, the Ostrogoths, the Vandals, and the Alans as featured playable factions. On the borders of these great but ailing Empires also stand the great migratory barbarians, pushed West by growing climatic instability (lands become less fertile as the climate becomes worse and the snows encroach westward) and a threat from the East. Playing as this faction would allow you to consolidate lands before punishing the Eastern Roman Empire or ridding the world of the Huns altogether. Yet the Huns could forge south at any moment and plunder your lands. This is a Persian styled Empire that starts in a strong position ready to assault the Levant, Asia Minor, or Egypt. In addition to these, you could also decide to play as the mighty Sassanid Empire in the Far East. That much is apparent in the first two turns with each faction. You will not easily conquer the world as a Roman. Migratory barbarians also have an eye on some of your less well-defended regions for easy plunder (or even settlement). But as the Eastern most bastion of civilisation you will eventually have to contend with the great Persian Sassanid Empire and, of course, the Huns. Your estates are managed well you have a stable income, and decent armies. Playing as the Eastern Roman Empire is, however, a little easier. You face legendary threats, and after only fifty turns I was forced to resign myself to defeat during my first play through. Public Order is falling throughout the empire and sanitation (a new feature that controls the chance of plagues breaking out in provinces) is in the red everywhere. In addition, your estates are vastly mismanaged and require you to pretty much fix every province that the previous Emperors have mucked up. These barbarians all have an eye on the ailing Western Roman Empire in its hour of weakness. Playing as the Western Roman Empire will see you take on pretty much every barbarian faction on your borders. The West is given to his youngest son, Honorius while the East is given to his oldest, Arcadius. Theodosius I, just before he dies, decrees that that the Roman Empire should be split between his two sons. The good people over at Creative Assembly had obviously just watched a rerun of Gladiator. How, then, would the developers go about earning back fan trust? Apparently the same way Attila did for the Huns, with the use of the sword, the spear, and a heck of a lot of fire. Let’s be honest here if you picked up Rome II at launch you know just how much of a disaster it was. Yet Rome II failed to live up to fan expectations. Rome II was meant to be the title that would give fans everything they wanted from the first Rome while being updated with features that made Shogun II such a fan favourite. Attila: Total War drops in stores only a year and a half after the launch Total War: Rome II (which is now in a much better space as Total War: Rome II Emperor Edition).
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