Total War: ATTILA Campaign Walkthrough#
Campaign Flow Overview#
Total War: ATTILA has no fixed “story missions” to march through. Its “walkthrough” is really one long campaign that runs from your very first turn to the moment a victory condition is met. So this guide is not organized by chapters but by phases and factions: pick a faction first, then push toward its unique victory conditions step by step. Planning what each phase should accomplish matters far more than blind expansion.
The Four Campaign Phases#
| Phase | Turn Range | Core Objectives | Main Risks |
|---|---|---|---|
| Opening setup | 1–20 | Stabilize the capital, set a strategic direction, establish trade | Food shortages, harassment from neighbors |
| Expansion and consolidation | 21–50 | Raise second and third armies, absorb weaker neighbors | Falling public order, multi-front wars |
| Confronting the Huns | 51–100 | Deal with the full-scale invasion triggered by Attila’s rise | Collapsing frontiers, trouble at home and abroad |
| Endgame victory | 100+ | Fulfill your faction’s unique victory conditions | Climate change, food exhaustion |
Opening Setup Phase (Turns 1–20)#
A Universal Rhythm for the First 20 Turns#
Whichever faction you choose, the first 20 turns follow the same underlying logic: stabilize first, expand later. The table below gives a reusable rhythm; adjust it for each specific faction.
| Turns | Suggested Actions | Purpose |
|---|---|---|
| 1–3 | Scout the surrounding terrain and check neighboring armies | Decide your expansion direction and first enemy |
| 4–6 | Fix food and income shortfalls | Guarantee sustained positive growth |
| 7–10 | Train your first full-strength army | Build deterrence and a basis for expansion |
| 11–15 | Evaluate your weakest neighbor as the first expansion target | Punch above your weight |
| 16–20 | Sign trade agreements and build diplomatic ties | Secure your rear and avoid fighting on several fronts |
Three Questions to Ask at the Start#
Before you press End Turn, ask yourself three questions — they will save you from the vast majority of opening collapses:
- Is my food income positive or negative next turn? Negative growth causes population loss and falling public order, which is more dangerous than losing a settlement. Always keep a surplus.
- How many frontiers do I have to defend? More than two means your forces are stretched thin; concentrate on eliminating the threat on one side first.
- Can my public order survive the occupation penalty? Every newly captured settlement brings public order pressure. Prepare armies or buildings to suppress unrest in advance.
Faction Opening Routes#
Eastern Roman Empire: Defend and Counter#
The Eastern Roman Empire starts with Constantinople, a formidable fortress, while Egypt and Syria are breadbaskets, giving it the strongest economic foundation of any faction. But the Sassanid Persians press constantly from the east, and barbarians and Huns threaten from the north — the challenge is covering both fronts at once.
| Phase | Actions | Rationale |
|---|---|---|
| First 10 turns | Reinforce Constantinople’s defenses, put Egypt and Syria’s economies in order | Holding the capital keeps the strategic initiative in your hands |
| First 20 turns | Sign a defensive alliance with the Western Roman Empire, reinforce the Persian border | Stabilize the western flank and concentrate on the east |
| Mid-game | Build a navy to blockade the Aegean and the straits | Control the sea trade routes and stop enemy landings |
| Facing the Huns | Hold at Constantinople as your pivot | A strong city plus naval support repels most attacks |
Two indicators tell you whether the Eastern Roman Empire has entered a safe period: whether Egypt and Syria keep a stable food surplus, and whether the Persian border holds over the long term. Only once both are secure should you think about pushing west.
Western Roman Empire: Cut Losses to Survive#
The Western Roman Empire has the largest territory and solid income, but its frontiers are hopelessly overstretched — the Rhine, the Danube, Britannia, North Africa and Hispania all leak. It is widely considered the hardest faction to play. The key is not “defending everything” but subtracting on purpose.
| Territory You Can Give Up | Recommendation | What You Gain |
|---|---|---|
| Britannia | Withdraw and abandon it, redeploy the troops to Gaul | Concentrated forces to seal the Rhine line |
| North African rebels | Crush them quickly or tolerate them for now | Depends on food and public order pressure |
| Danube frontier | Stay on the defensive and wear the barbarians down | Avoid a decisive battle in the early game |
The fatal mistake for the Western Roman Empire is posting a few troops everywhere, which only gets them defeated piecemeal. The right approach is to concentrate your strength on the one or two richest, most important fronts, and willingly shrink everywhere else rather than be dragged down.
The Huns: Nomadic Raiding#
The Huns hold no fixed territory. They begin east of the Danube, living off raiding to fund their economy and keep tribal loyalty high. The core difficulty is supply and stability — without cities there is no steady income, so you must keep the horde on the move.
| Phase | Actions | Rationale |
|---|---|---|
| Opening | Defeat the Ostrogoths and other nearby tribes | Remove the nearest threat and build prestige |
| Early to mid-game | Raid Eastern Roman border settlements for cash | Raiding pays more than occupying and costs less |
| Mid-game | Decide whether to stay nomadic or seek a settlement | Depends on tribal loyalty and supply |
| Late game | Push west into the Roman heartland to raid | Wealthy cities provide a steady supply source |
The two vital signs of a Hun campaign are tribal loyalty and supply. As long as the raids keep coming and supplies hold, the tribes stay stable; the moment you stop, loyalty and morale start to crack. Hun players should always be planning the next raiding target.
Sassanid Persia: Heavy Cavalry and Tribute#
The Sassanid Empire fields powerful heavy cavalry and a unique tribute system, drawing stable tribute income from client states — a rare wealthy empire despite being ringed by rivals. Its weakness is pronounced internal religious tension.
| Phase | Actions | Rationale |
|---|---|---|
| Opening | Consolidate relations with your tribute states | Tribute income is a pillar of the economy |
| Mid-game | Train heavy cavalry and expand into Mesopotamia | Let your cavalry advantage win the hard fights |
| Facing the Huns | Keep peace with the Huns, or concentrate on the Eastern Roman Empire | Avoid fighting on two fronts at once |
| Late game | Apply pressure south and west step by step | Control the wealthy trade provinces |
Confronting the Huns (Around Turns 51–100)#
The Attila Rising Event Chain#
In the middle and later stages of the campaign, Attila rises to lead the Huns, triggering a chain of historical events that ratchets the pressure up step by step. The point of planning here is not brute confrontation but banking armies and food in advance.
| Event | Impact | How to Respond |
|---|---|---|
| Attila becomes leader of the Huns | Hun armies get a major combat boost | Pre-position defenses on the border so you are not caught off guard |
| Attila invades the Eastern Roman Empire | The Eastern Roman Empire comes under enormous military pressure | The alliance system matters enormously at this point |
| Attila invades Gaul | The Western Roman frontier goes into full crisis | Shorten your lines and mass forces at the critical points |
| Attila invades Italy | The Roman heartland is directly threatened | Layered defense behind strong cities and naval support |
| Attila dies | The Hun empire fragments and external pressure drops sharply | Use the window to counterattack or complete victory objectives |
The key to tracking the Hun threat is checking Attila’s location and direction of march every single turn, and adjusting your deployments based on his distance from you — not scrambling once he is at your gates.
How to Judge the Hun Hordes#
Hun armies are cavalry-heavy and extremely mobile; a head-on clash easily gets you outflanked. Use these rules of thumb when facing them:
| Situation | Response |
|---|---|
| You clearly outnumber them and hold favorable terrain | Offer battle proactively and use your battle line to limit their cavalry’s mobility |
| Even numbers or worse, open terrain | Avoid a decisive battle; fall back on cities or forts and wear them down |
| The enemy is besieging your city | Defend behind the walls and exploit your garrison advantage |
| The enemy is raiding your heartland | Decide whether to intercept based on its size, or let it exhaust itself first |
Endgame: Meeting Victory Conditions#
Common Victory Types#
Victory conditions differ by faction, but they generally revolve around territory, economy, religion or a network of vassals. Before planning the endgame, confirm which victory path you are taking, then work backwards to decide which provinces to take and how large an army to maintain.
| Faction | Typical Victory Path | Key Points |
|---|---|---|
| Eastern Roman Empire | Hold the core, stabilize the east | Build on Constantinople and Egypt |
| Western Roman Empire | Re-integrate the imperial territory | Prioritize recovering Gaul and North Africa |
| The Huns | Keep the nomadic empire alive | Sustain tribal loyalty and raiding efficiency |
| Sassanid Persia | Solidify the tribute system | Keep client states in line and tribute flowing |
Pre-Endgame Checklist#
Before committing to the endgame, tick through the following so you do not discover halfway through that your supply or diplomacy has collapsed:
- Food income is positive year-round, with a safety margin against climate change.
- Your number of armies stays within what food and finances can support.
- Every critical frontier has a garrison, and a reserve force exists.
- Relations with vassals and allies are stable, with no surprise declarations of war on the horizon.
- Your victory path is clear, and you know which city to take next.
Handling Climate Change and Civilizational Decline#
The Four Stages of Climate Change#
The climate across the campaign map worsens gradually, and food output falls with it. This is the game’s most distinctive system and the one that demands the most long-term planning — the earlier you prepare, the easier things stay.
| Stage | Impact | Response |
|---|---|---|
| Normal | Agricultural output is normal | Expand as usual |
| Mild worsening | Some northern provinces lose yield | Start stockpiling food and researching agricultural tech |
| Moderate worsening | Most provinces lose yield | Prioritize seizing warmer southern farmland |
| Severe worsening | A full-blown food crisis | Shrink your armies and secure supply for core provinces |
Countermeasures Against Climate Change, Ranked#
| Measure | Notes | Priority |
|---|---|---|
| Build irrigation and agricultural buildings | Directly raises food output, offsetting the losses | High |
| Stockpile food | Bank it in advance against sudden bad harvests | High |
| Take warm regions | Southern provinces are less affected; shift grain production there | High |
| Research agricultural technology | Improves farming efficiency over the long term | Medium |
| Shrink your armies | Armies are the biggest food consumers; cut when necessary | Low |
Plague Prevention and Control#
Plagues spread along army movements, trade routes and refugee flows, slashing population, public order and income. The key to containment is detect early, isolate early.
| Step | Action | Rationale |
|---|---|---|
| Monitor | Watch for plague status indicators in the province panel | The earlier you spot it, the easier it is to control |
| Isolate | Halt troop movements and trade with infected areas | Cut off the transmission routes |
| Treat | Build medical and sanitation buildings in affected provinces | Shorten the duration and reduce losses |
| Recover | Rebuild population and public order once the plague fades | Use low taxes and garrisons to steady things |
Whether to isolate a city depends on whether its plague has a confirmed record of spreading; once an area is confirmed infected, cutting trade temporarily is worth it to protect your core provinces.
Handbook-Style Campaign Review Tips#
The parts of a campaign most worth checking again and again are the three where everything tends to fall apart. Turn them into a review table and go through it every 20 turns.
| Review Item | Standard to Meet |
|---|---|
| Finances | Income is stably positive every turn, with no surprise large expenses |
| Food | A safety margin exists against climate change |
| Public order | Core provinces stay safely above the public order line at all times |
| Diplomacy | No exploitable windows for enemies, no misjudged potential attackers |
| Military | Army size matches supply and finances, with no understrength armies |
| Technology | Military and civilian tech are balanced, with core technologies unlocked |