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Total war attila constantinople
Total war attila constantinople






total war attila constantinople

I'm a fan of the Total War series as is, so I was going to play this game for sure. Total War: Attila has a feature almost identical to what I had conceived for the Huns and Mongolians in Civilization. Well, the Creative Assembly had already beaten me (and Firaxis) to the punch with Total War: Attila (and apparently Firaxis is embracing the idea with Beyond Earth's first expansion). The idea was that they would have traveling cities that allowed them to move their empire with their army and essentially occupy any unclaimed territory or territory vacated by defeated rivals. In it, I proposed a unique characteristic for the Huns or Mongolians: that they be a true nomadic empire. Tutorial doesn't teach migration mechanics (or purpose) very well, and migrating seems like an absolute last resort rather than a mechanic that you actually want to use.Ī few months ago, I posted an article outlining some suggestion for unique civilization themes and abilities for a possible Sid Meier's Civilization VI game. Migration adds extra challenge to the early parts of relevant campaigns.

total war attila constantinople

Lots of variety in the faction campaigns, ranging from the nomadic hordes to the small city states to the large, but crumbling Roman Empire. Textures, fire, and thematic UI elevate the visuals above Rome II.Īmbient sound, music, and dialogue are all great, but battles don't always seem to sound as chaotic as the they look. Proliferation of mounted units, presence of civilians in battles, and emphasis on pillaging, sacking, and raiding makes campaigns and battles excitingly chaotic.īarely maintains the series' tradition of graphical excellence with some hit-or-miss weather and lighting effects. seems sound, and return of family lineages adds greater context and personality to the faction characters.








Total war attila constantinople