10.09 EUR
The Empires of Sand Culture Pack brings three new playable factions and new religion features to Total War¿: ATTILA. New Factions; Aksum, Himyar and Tanukhids with new unique units. New Campaign mechanics. New Horde mechanics. New Religion features. Aksum, Himyar and the Tanukhids may be used in Single or Multiplayer Campaign modes and Custom and Multiplayer battles. Hailing from the harsh deserts of Africa and the Middle East, these factions are part of the new Desert Kingdoms cultural group, and bring new campaign mechanics, new horde gameplay mechanics, events, enhanced religion features, battlefield rosters and unique units to Total War¿: ATTILA. Desert Kingdoms All factions in the Desert Kingdoms cultural group benefit from the following traits: +2 Sanitation in all regions +15 Melee attack in desert battles Immunity to desert attrition New Religion Features Because of the dramatic impact religious changes had on these cultures in this period, the Empires of Sand Culture Pack includes a number of changes that increase the importance of religion. There are three new religions available: Eastern Christianity, Judaism and Semitic Paganism. Each non-horde Desert Kingdoms faction has two main religions to choose between. Aksum may follow Eastern Christianity and Semitic Paganism, while Himyar may choose between Judaism and Semitic Paganism. Religion now has further-reaching effects, influencing many aspects of Desert Kingdoms campaign gameplay. It is deeply intertwined with a number of features including building chains, victory conditions, events, technologies and overall campaign bonuses: Dual religion building chains Aksum and Himyar possess a building chain for each of their main religions. They can build these buildings regardless of their faction religion. This allows players to exert greater control over their faction religion and change it reactively in response to their situation. Tier-5 barracks Aksum and Himyar have two new tier-5 barracks available, one for each religion. To unlock a barracks, the faction must have 75% influence in the respective religion. These barracks buildings each provide three unique elite units as well as unlocking a variety of campaign benefits. Split victory-conditions and achievements Desert Kingdoms factions have two sets of victory conditions, one for each of their main religions, that involve a number of units and structures related to that religion. Increased diplomatic significance The new religions have increased diplomatic impact, forcing the player to choose their religion carefully based on who they wish to ally with. Pleasure building-chain Non-horde Desert Kingdoms factions have access to a new industrial building-chain which provides large sums of money, but decreases your majority religion, meaning you must choose between religious stability and financial gain. Religious technologies Each non-horde Desert Kingdoms faction has a technology chain for each of its main religions. These convey a...