Practical Tips#
This page gathers the tips most often used in actual play in Total War: ATTILA, all of them organised in the same three-part pattern: “mechanical basis, practical points, when to use it”. Every bonus and loss is described only in terms of its direction and the basis for judging it, with no specific numbers given — the exact coefficients vary with unit type, building level, faction and game version, so everything follows the in-game panels, building details and battle tooltips.
Using High Ground and Terrain#
Terrain is the cheapest source of bonuses on this game’s battlefields: ranged units on high ground have the advantage in range and projectile efficiency, downhill charges gain extra momentum from the slope, and slopes and river banks naturally favour the defender.
| Tip |
Mechanical basis |
Practical points |
When to use it |
| Deploying ranged units on high ground |
Ranged units up high shoot further and at a better angle, with the exact bonus shown on the unit panel |
Before the battle, place your ranged units behind the crest and keep melee units on the slope edge to stop cavalry climbing it |
Attack and defence on hilly and mountainous maps |
| Downhill charge |
A charge launched from high to low hits harder, with the exact magnitude shown in game |
Move cavalry around to the slope on the enemy’s flank or rear first, then launch the downhill charge |
Field battles as a cavalry-focused faction |
| Concealment in forests |
Units in woods stay hidden from enemies outside their line of sight, and woods also affect ranged accuracy |
Hide melee infantry in woodland to ambush enemy cavalry and ranged units |
A defensive counterattack from a position of rest |
| Holding river banks and passes |
Units fording a river or threading a pass cannot deploy properly and lose combat effectiveness |
Place your main force behind the landing or the mouth of the pass and strike when the enemy is halfway across |
Holding bridges, fords and mountain passes |
Cavalry and the Use of the Charge#
The charge is the core of cavalry’s value: the charge bonus applies in full only at the instant the charge lands, and hitting from the flank or rear also stacks a morale shock on top; once bogged down in a melee grind, a cavalry unit’s disadvantages in attack and defence are exposed. The exact figures follow each unit’s charge attributes.
| Tip |
Mechanical basis |
Practical points |
When to use it |
| Flank and rear charges |
Flank and rear directions both take the full charge bonus and deal extra morale shock |
Pin the enemy line with infantry from the front while cavalry cuts in from the unprotected flank |
Wars of annihilation in the field |
| Hit and run |
In the melee phase after a charge, cavalry’s exchange ratio deteriorates rapidly |
Keep up the cycle of “charge, disengage, regroup, charge again” and do not get bogged down |
Dealing with ranged and isolated units |
| Horse archer skirmishing |
Horse archers can shoot while moving, and infantry can neither catch them nor reach them |
Keep your distance and kite, dragging the enemy line apart before letting your main force reap the harvest |
Nomadic factions such as the Huns |
| Focus fire on the enemy general |
An enemy general dying or fleeing directly shakes the morale of nearby units |
Use fast cavalry to rush the enemy general and disengage to rest immediately after succeeding |
When the enemy general is well forward or thinly guarded |
Infantry and the Battle Line#
Infantry lines come down to attrition and facing: a unit’s front is best protected while its flanks and rear are weak, and fatigue steadily erodes attack, defence and speed. Mastering these two points decides the direction of the line more than simply piling on numbers.
| Tip |
Mechanical basis |
Practical points |
When to use it |
| Meeting the enemy on a slope |
Defending on a slope gives you the better of it in attack, defence and the direction of impact |
Place your main force behind the slope edge and engage when the enemy attacks uphill |
Defensive battles |
| Shield wall and facing |
A unit’s shield and armour protect the front best, while flanks and rear are weak |
Adjust facing at all times to prevent being outflanked, and do not let units pursue too deep |
Positional wars of attrition |
| Rotating to rest |
Fatigue weakens combat effectiveness and recovers slowly once out of combat |
Rotate two units at the front to hold the line while the reserve keeps its stamina |
Protracted battles |
| Keeping a reserve |
When the line is torn open, whether you have mobile troops decides between collapse and a comeback |
Keep one or two elite infantry units plus one cavalry unit as a general reserve |
Evenly matched slugging matches |
Morale and Psychological Warfare#
Morale collapses faster than manpower is consumed: casualties, encirclement, attacks in flank and rear, the death of the general and the rout of friendly units all stack together and can make a full-strength unit wave the white flag in an instant. Different units differ greatly in morale resilience — check the unit panel and its traits for the specifics.
| Tip |
Mechanical basis |
Practical points |
When to use it |
| Pressing from several directions |
Engaging from multiple directions at once triggers the encirclement calculation, and morale drops markedly faster |
Hold the front with infantry while light infantry or cavalry wrap around the flank and rear |
Encirclement and destruction of the enemy main force |
| Decapitation tactic |
A general falling is a heavy morale blow to the surrounding units |
Focus ranged volleys on the enemy general or strike him with cavalry |
When the enemy general commands from the front |
| Fire attacks and fear effects |
Flaming ammunition, war cries and fear-type traits push enemy morale down further |
Give them to night attack and flanking units |
Hard fights, battles going against you |
| Hunting down routers |
Chasing fleeing units magnifies panic and can even bring down the neighbouring line |
Cavalry and light infantry handle the pursuit while the main force keeps its formation |
Expanding the result once victory is secured |
General Traits and Development#
A general is not a fixed table of abilities but a piece that grows with its record: winning battles, sacking settlements, garrisoning cities or spending years on the march all leave traits and retainers on the character panel. Repeated behaviour of the same kind settles into permanent traits, with the direction and magnitude of the bonuses shown on the character panel.
| Tip |
Mechanical basis |
Practical points |
When to use it |
| Let generals win battles |
A combat record accumulates combat-oriented traits and retainers |
Give the main army to the general you want to develop |
Long-term development |
| Shape traits through behaviour |
Repeated raiding, garrisoning, governing and similar actions settle into traits |
Decide which bonuses you want, then have a particular general do that thing repeatedly |
All phases |
| Retainer combinations |
Retainers and traits stack to affect a general’s overall effect |
Station administrative generals permanently in core provinces and give field command to combat types |
Division of management labour |
Province Sanitation and Dealing with Plague#
This game uses the Sanitation system to model urban public health: most economic and military buildings accumulate squalor and push province sanitation down, and the higher the building level the greater the pressure, with different buildings imposing different amounts of pressure — the game has no single published uniform percentage table, so the specifics follow the building details and the province panel display. Once sanitation falls into negative values, public order is dragged down and disease and plague may break out; plague spreads along adjacent regions, exposing units stationed in an infected area to infection and attrition.
| Tip |
Mechanical basis |
Practical points |
When to use it |
| Pairing sanitation buildings |
Sanitation building chains (aqueducts, bathhouses and the like, with the names differing by faction) can offset squalor |
Reserve one slot for a sanitation building next to every high-level economic or military building chain |
Large settlements and workshop-dense provinces |
| Controlling the pace of expansion |
Squalor accumulates with the number and level of buildings |
Check the province panel’s sanitation headroom before upgrading; if it is tight, add sanitation first |
Periods of rapid expansion |
| Isolating outbreaks |
Plague spreads along adjacent regions, and the movement of armies and population accelerates it |
Reroute garrisons after an outbreak and pause troop movements to and from the infected region |
After plague breaks out |
| Besieging a plague-ridden settlement |
Besieging an enemy settlement ravaged by plague wears the garrison down far more than a normal siege |
After scouting reveals a plague city, slow the assault and switch to a long siege |
Attacking strongholds |
Climate, Attrition and Migration Rhythm#
As the campaign progresses the climate turns colder overall, fertility falls in every province over time and food output has to be planned for in advance; winter and severe cold regions inflict continuous attrition on units that are not adapted to them, with the exact losses shown in the in-game tooltips. Nomadic and migrating factions have no fixed homeland and keep their rhythm through camp migration, raiding and razing.
| Tip |
Mechanical basis |
Practical points |
When to use it |
| Avoiding battle in winter |
Severe cold continuously attrites units with insufficient cold resistance |
Use winter mainly for rest and internal redeployment, and avoid pushing deep into the northern wastes |
The mid and late campaign |
| Using the right troops to overwinter |
Some units and factions have resistance to cold attrition |
Assign winter tasks to cold-resistant units first |
Fighting in the north and the wastes |
| Reinforcing agriculture early |
Falling fertility makes food output tighter year by year |
Keep upgrading the food chain in agricultural provinces and act before a shortfall appears |
Long campaigns |
| The rhythm of razing and migration |
Razing a settlement devastates regional output and delays pursuers, and devastated regions recover only slowly |
Do not linger over positions you cannot hold — raze and move on; before settling, check the target province’s fertility and sanitation |
The Huns and migrating factions |
Economy and Army Upkeep#
Income is determined jointly by tax rate, population, trade and buildings, and there is no universally valid fixed income figure; the largest item of expenditure is the upkeep of full-stack armies. The core of saving money is not memorising numbers but understanding the mechanical source of every item of income and expenditure.
| Tip |
Mechanical basis |
Practical points |
When to use it |
| Trade agreements first |
Trade income depends on the types of resources both sides hold and the size of the market |
Sign with resource-complementary strong neighbours as early as possible to secure the basic position first |
The opening phase of any faction |
| Raiding for cash flow |
Raiding brings in money immediately and weakens enemy regions, at the cost of diplomatic deterioration and devastation |
Hit rich enemy provinces in wartime and stop before peace talks |
When finances are tight and you are already at war |
| Buying time with tribute |
Regular tribute can be paid or demanded in diplomacy |
When you are outmatched, concede benefits to a strong neighbour for peace and avoid a two-front war |
Difficult periods of pressure on several fronts |
| Disbanding and merging |
Army upkeep is the largest expenditure; merging battered remnants saves upkeep but costs some experience |
Merge remnants after battles and disband redundant armies |
The post-war reorganisation period |
| The building and technology ledger |
Buildings themselves carry maintenance costs, while economic and military technologies cut costs and raise output |
Prioritise technologies that save money and raise output rather than mindlessly spamming buildings |
Mid-game development |
Public Order and Internal Management#
Public order is determined jointly by many factors — tax rate, garrison, religious conformity, sanitation, buildings and edicts — and each contribution varies with faction and version, as shown on the in-game province panel. On the internal management side, an imbalance between general loyalty and family prestige plants the seeds of civil war, with the exact trigger conditions shown in the in-game tooltips.
| Tip |
Mechanical basis |
Practical points |
When to use it |
| Garrisons and edicts |
Garrisons and order-oriented edicts are the cheapest means of stabilisation |
Leave a garrison and issue an order edict in newly taken provinces, and withdraw only once they are secure |
Recently conquered regions |
| Religion first |
A mismatch of faith continuously depresses order |
Build conversion buildings in newly taken provinces of another faith before talking about development |
Fronts with a complex religious map |
| Adjusting the tax rate |
The tax rate tier affects income and order at the same time |
Keep the tier low in peacetime to build order, and raise it briefly in wartime as an emergency measure |
When finances and stability are both wobbling |
| Entertainment buildings |
Entertainment and social building chains provide a steady source of order |
Keep one entertainment chain slot in large settlements, developed at a different time from sanitation buildings |
Populous provinces, core cities |
| Watching loyalty |
Very low general loyalty is an important cause of civil war |
Use offices and gifts regularly to keep important generals steady |
Phases of over-rapid expansion |
Frequently Asked Questions#
How Do You Deal with the Hun Invasion?#
The Huns burn settlements rather than build them and wear opponents down through mobility and attrition; rather than hoping your frontier defences will grind them down layer by layer, it is better to concentrate your resources on winning a few key defensive battles.
| Step |
Action |
| 1 |
Shift border provinces over to military buildings and buy time with defences and garrisons |
| 2 |
Avoid meeting full Hunnic stacks in open ground with your main force; hold points on rivers and slopes instead |
| 3 |
Field spearmen to counter their cavalry and use ranged fire to suppress their light horse |
| 4 |
Seize the window when they split their forces or stall against a stronghold to counterattack in force |
| 5 |
Do not stray too far from the main force when chasing routers, or you invite a counterblow |
How Do You Manage a Multi-Front War?#
| Strategy |
Explanation |
| Prioritising |
Judge which front losing would mean losing the war, and concentrate your forces on holding it |
| Trading depth for time |
Use fortifications and garrisons to delay on secondary fronts and reduce the demand on the main force |
| Diplomatic pressure relief |
Alliances, vassalisation or tribute turn the enemy on one side into a buffer |
| Strategic withdrawal |
Contract voluntarily on fronts you cannot win; troops are worth more than land |
How Do You Cope with Food and Climate Pressure?#
| Measure |
Explanation |
| Agricultural upgrades |
Upgrade food and fishing buildings before a shortfall appears, and compensate in advance for falling fertility |
| Population rhythm |
Recruiting draws on province population, while population growth pushes food consumption up — watch both ends |
| Trading for food |
Use trade income to balance a deficit, and obtain food through diplomacy when necessary |
| Abandoning the corners |
Low-yield provinces that keep losing money can be abandoned or handed over; cutting losses is also a gain |
How Do You Prevent Rebellions?#
| Measure |
Explanation |
| Standing garrison |
The cheapest source of order, essential in newly taken provinces |
| Conversion buildings |
Reduce the order loss caused by religious conflict |
| Entertainment and sanitation |
Work on order and province sanitation together, since negative sanitation itself drags order down |
| Conceding on tax rate |
Dropping a tax tier buys order directly, at the cost of falling income |
How Do You Improve Your Battle Win Rate?#
| Point |
Explanation |
| Pre-battle scouting |
See the enemy’s force composition and the terrain before deciding whether to fight manually or auto-resolve |
| Unit counters |
Spears against cavalry, heavy infantry holding the line, ranged suppression — do not put unit types in the wrong place |
| Terrain initiative |
Seize high ground and passes and make the enemy attack uphill |
| Morale first |
The goal is to rout, not to annihilate; killing the general and outflanking work fastest |
| Keep a reserve |
Every plan needs one unit to deal with the unexpected |
Version and DLC#
The base game was released in February 2015 and has since been expanded continuously through several batches of free and paid content, with balance adjusted many times. This page describes only the direction of the mechanics; the specific coefficients follow the current version.
| Content pack |
Type |
Direction of the content |
| Viking Forefathers |
Culture pack |
Nordic migrating powers |
| Longbeards, Celts |
Culture pack |
Central European and Celtic factions |
| Empires of Sand |
Culture pack |
Desert factions and desert environments |
| Slavic Nations |
Culture pack |
Slavic migrating powers |
| The Last Roman |
Campaign pack |
A new campaign following the Eastern Roman expedition |
| Age of Charlemagne |
Campaign pack |
A new campaign set in 768 AD |
Recommended Mods#
Mods change as the base game is updated, so follow the description on the Workshop page before installing.
| Mod |
Type |
Explanation |
| Medieval Kingdoms 1212 |
Total conversion |
Moves the campaign to medieval Europe, with factions and unit rosters fully replaced |
| Fall of the Eagles |
Balance overhaul |
Reworks unit balance and battle pacing, with historical corrections |
| Radious |
Comprehensive enhancement |
Lowers the barrier to entry and expands the unit roster and buildings |
| The Winter King |
Total conversion |
A refined campaign set in the legends of Britain |
Glossary#
| Term |
Original English name |
| Raiding |
Pillage |
| Razing |
Raze |
| Devastation |
Devastation |
| Vassal |
Vassal |
| Tribute |
Tribute |
| Morale |
Morale |
| Attrition |
Attrition |
| Public order |
Public Order |
| Province sanitation |
Sanitation |
| Plague |
Plague |
| Fertility |
Fertility |
| Charge bonus |
Charge Bonus |
| Auto-resolve |
Auto-resolve |
| Campaign map |
Campaign Map |
| Battle map |
Battle Map |
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