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Description[]

Even the wilds can give luxury and comfort.

People have been using hides to protect and clothe themselves ever since they could trap and kill animals. Archaeological evidence for this goes back to the Palaeolithic period. As animal husbandry was developed, the use and availability of hides increased. Tanning evolved to make more durable and versatile leather instead of rawhide. Documentary evidence of tanning goes back, as is so often the case, to the Egyptians. All manner of fairly repulsive substances were used to tan leather, from tannins in tree bark to faeces and animal brains. Tanning was a smelly, dirty and even lethally poisonous trade, and it was usually banished to the outskirts of towns. The leather produced was extremely useful, and this compensated for the foul process. Waterskins, bags, boats, armour, sandals, boots, scabbards, harnesses, and much else besides.

Trade Value[]

Furs have a value of 10 at the start of the campaign.

Settlements[]

  • Aksum, Aethiopia
  • Tulifurdum, Frisia
  • Kariskos, Hyperborea
  • Savaria, Pannonia

Building Chain[]

Tier Name Cost Sanitation Resource production Wealth (from commerce) Food
1 Hunting Grounds 2500 0 20 100 30
2 Hunting Lodges 4000 -1 40 200 40
3 Fur Trader 7000 -3 80 300 70
4 Fur Market 11500 -5 160 500 90

Required for building[]

Barbarian[]

  • Freedman Commune
Total War: Attila Campaign
Mechanics Campaign GameplayReligionResources
Religions Arian ChristianityEastern ChristianityGreek ChristianityLatin ChristianityJudaismManichaeismZoroastrianismGerman PaganismCeltic PaganismRoman PaganismSemitic PaganismSlavic PaganismTengrismMinor Religions
Buildings Nomadic BuildingsRoman BuildingsEastern BuildingsBarbarian Buildings
Resources DyesDyes DyesGemstonesGemstones GemstonesGoldGold GoldSaltSalt SaltSpicesSpices SpicesIronIron IronLeadLead LeadFursFurs Furs

MarbleMarble MarbleOlive OilOlive Oil Olive OilSilkSilk SilkTimberTimber TimberWineWine Wine

Other List of Provinces
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