Total War: ATTILA: Complete Campaign Guide

A campaign-first guide to Total War: ATTILA: how its survival-focused systems work, which factions to start with, opening moves for the big campaigns, battle tactics, DLC, and the mistakes that end most first campaigns.

Researched September 2026 — current as of the crossplay update (September 17, 2026); the last gameplay patch predates that. Live games change; check the linked sources if something differs.

Status in 2026

ATTILA is a finished game (2015) with occasional technical patches:

Quick Start

  1. This is a survival game. The grand campaign starts in 395 AD. Climate change slowly lowers farm output across the north, the Huns arrive from the east, and the Western Roman Empire is falling apart.
  2. Food and sanitation run your provinces. Buildings cost food, and cities need sanitation or they'll get plague. Watch the province panel, not just income.
  3. Public order is fragile. Religion, food shortages, taxes and squalor all hurt it. Revolts are common.
  4. Don't overbuild. Every building has upkeep in food or money, or adds squalor. Many players build fewer, better buildings.
  5. Hordes can settle or keep moving. Migrating factions (Visigoths, Ostrogoths, Vandals, Alani and others) can travel as hordes and settle later.
  6. Razing is a real option. You can burn a settlement to the ground. The region becomes ruins that anyone can resettle at a cost. It's a key tool against the Huns and for creating buffer zones.
  7. Fire is deadly in battle. Fire arrows and incendiary missiles set buildings and units on fire and wreck morale.
  8. Minor settlements have no walls. Only provincial capitals (and some settlements after upgrades) have walls. Minor towns are easy to capture and easy to lose.
  9. Winter hurts armies. Armies in enemy territory or outside supply take attrition, especially in snow. Plan campaigns for warmer seasons.
  10. Politics matter. Keep your family and court happy or face a civil war.

Core Campaign Systems

Provinces and settlements Each province has one capital and usually two or three minor settlements. Many buildings (especially in the capital) apply bonuses province-wide, so plan the whole province together. Food and money are pooled faction-wide, but check each settlement's own sanitation in its tooltip, since squalor is tracked per settlement.

Food

Sanitation and squalor

Fertility and climate

Religion

Politics and family tree

Technology There are two tech trees: Civil (economy, order, food, sanitation) and Military (units, armor, sieges). Faction scholars and buildings raise research speed. Early on, prioritize food, sanitation and order techs.

Hordes and Migration

Migrating factions can live as hordes:

Tip: Settle when you find fertile land and a defensible border. Migrating forever is fun but hard to sustain.

Faction Picks

Faction Difficulty Why play it
Eastern Roman Empire Medium Rich, with strong armies, but a long border. A good "learn the economy" start
Sassanid Empire Medium Strong cavalry and a clear enemy (Rome in the west, Huns in the north)
Franks / Saxons Medium Settled barbarian kingdoms with room to expand
Visigoths / Ostrogoths Medium-Hard Classic migrating hordes; pick your new home
Western Roman Empire Very hard The legendary survival challenge. Many provinces, very little money, enemies everywhere
Garamantes (free) and DLC factions Varied New cultures and starts

Beginner pick: the Eastern Roman Empire or the Sassanids. Save the Western Roman Empire for a later campaign.

Opening Moves

Eastern Roman Empire

Western Roman Empire

Migrating barbarians (Visigoths, Ostrogoths, Vandals)

Battle Tactics

Unit roles

Unit type Role
Spear infantry Holds the line, counters cavalry
Sword/axe infantry Damage dealers against infantry
Skirmishers and archers Soften the enemy, set fires with fire arrows
Cavalry Flanks, charges into the rear, chases routers
Horse archers Harass and kite; Huns and eastern factions rely on them
Artillery Sieges and breaking enemy formations

Rules for winning field battles:

Sieges:

Against the Huns: They have huge numbers of horse archers. Use your own missile troops, spears in tight formations, and fight in forests or towns to break their range advantage. Razing your own border regions to deny them loot is a legitimate strategy.

DLC Overview

DLC Type Content
Age of Charlemagne Campaign pack A separate later-era campaign (769 AD) with Charlemagne and the Franks
The Last Roman Campaign pack Belisarius and the Roman reconquest campaign
Empires of Sand Culture pack Desert kingdoms such as Aksum and Himyar
Celtic Kingdoms Culture pack Celtic factions in Britain and Ireland
Viking Forefathers Culture pack Scandinavian factions (Danes, Geats, Jutes)
Longbeards Culture pack Longbeards, Burgundians and Alemanni
Slavic Nations Culture pack Anteans, Sclavenians and Venedians (February 2016)
Garamantes Free A free faction added with the Slavic Nations patch

Several blood and cosmetic packs also exist.

Common Mistakes to Avoid

Advanced Tips

FAQ

Is Total War: ATTILA still updated? Only technically. The latest was a small crossplay fix on September 17, 2026. There's no new content.

Which faction should I start with? The Eastern Roman Empire or the Sassanid Empire.

Can I play as the Huns? The Huns are not playable in the base grand campaign.

Is ATTILA harder than ROME II? Yes. Food, sanitation, climate change and the Hun invasion make it much more of a survival game.

Why does my population not grow? Food shortages, low sanitation or disease. Fix those first.

Why was chat removed? Creative Assembly removed integrated chat in July 2023 for player safety and pointed players to Discord.

Is the Age of Charlemagne DLC worth it? It's the most popular DLC. It's a whole new campaign in a later era.

Sources