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Nomadic Factions in Total War: Attila can never settle. They only have Horde Buildings. Every extra horde gives a -5% Tax Rate and -1 Integrity for every horde.

Horde Buildings[]

Nomadic Settlement[]

Tier Name Cost Food consumption Growth Wealth (from subsistence) Army recruitment capacity Units
1 Nomadic Camp 3000 0 1 0 0 Hunnic Mounted BowsSteppe Levy
2 Nomadic Host 6000 40 3 475 0 Hunnic SpearsXionite Spears
3 Royal Host 9000 80 5 750 1 Hephthalite ChargersKhingilas Khandas
4 Royal Encampment 12000 130 7 1000 1 Sogdian Camel RaidersUnnigarde

Herders[]

Tier Name Cost Integrity Food Food per local fertility level Wealth (from animal husbandry) Wealth per local fertility level (from animal husbandry) Bonus
1 Herders' Yurts 1000 0 40 0 100 0
2 Cattle Herders 1500 -1 20 9 120 36 Horse breeding I: +5% battle speed for cavalry unit recruits
Goat Herders 1500 -1 55 5 120 18
Shephards' Camp 1500 -1 30 5 200 40
3 Cattle Herd 2500 -2 30 11 214 64 Horse breeding II: +10% battle speed for cavalry unit recruits
Goat Herd 2500 -2 75 7 200 30
Sheep Flock 2500 -2 40 6 350 70
4 Cattle Pens 4000 -3 40 14 350 100 Horse breeding III: +15% battle speed for cavalry unit recruits
Goat Pens 4000 -3 100 10 300 50
Sheep Pens 4000 -3 50 7 550 110

Artisan[]

Tier Name Cost Integrity Wealth (from industry) Bonus Units
1 Artisans' Yurts 1000 0 200
2 Carpenters' Yurts 1500 -2 300 Fletching I: +5% ammunition for missile unit recruits Onager
Metalworkers' Yurts 1500 -2 300 Weaponsmithing I: +5% melee damage for all unit recruits
Cart Wheeler 1500 -2 400 Wealth: +5% from commercial buildings
Spinners' Yurt 1500 -2 600
Yurt Maker 1500 -2 400 Horde building construction cost: -5%Growth: +2 when encamped
3 Carpenters' Workplace 2500 -3 350 Fletching II: +10% ammunition for missile unit recruits
Blacksmiths' Workplace 2500 -3 350 Weaponsmithing I: +5% melee damage for all unit recruitsArmour smithing I: +5% armour for all unit recruits
Cart Maker 2500 -3 700 Wealth: +10% from commercial buildings
Felt Maker 2500 -3 1000
Yurt Builder 2500 -3 700 Horde building construction cost: -10%Growth: +4 when encamped
4 Tinkers' Camp 4000 -5 550 Fletching III: +15% ammunition for missile unit recruits Large Onager
Outfitters' Camp 4000 -5 550 Weaponsmithing II: +10% melee damage for all unit recruitsArmour smithing II: +10% armour for all unit recruits
Wagon Maker 4000 -5 1100 Wealth: +15% from commercial buildings
Cloth Maker 4000 -5 1650
Royal Yurt Builder 4000 -5 1100 Horde building construction cost: -15%Growth: +6 when encamped

Military Recruitment[]

Tier Name Cost Food consumption Army recruitment capacity Units
1 Warriors' Yurts 2000 0 1 Steppe BowsSteppe Mounted BrigandsSteppe Tribespeople
2 Warriors' Camp 3000 20 1 Sogdian WarriorsHunnic Dismounted WarbandSteppe Mounted TribespeopleSpet Xyon Archers
3 Archery Range 5000 40 2 Noble Horse ArchersSteppe Shield ArchersUar Archers
Lancers' Training Ground 5000 40 2 Hunnic LancersSteppe Lancers
Footmen's Camp 5000 30 2 Bosphoran WarriorsHunnic AmbushersYanda Spearmasters
4 Archers' Encampment 8000 80 2 Avar HordeHunnic Devil Archers
Lancers' Encampment 8000 80 2 Hunnic Devil CavalryNoble Steppe Cataphracts
Infantry Encampment 8000 60 2 Scirii WarriorsUar WarriorsGuardians of the Hindu Kush

Leadership[]

Tier Name Cost Food consumption Integrity Wealth (from culture) Bonus Units
1 Elders' Yurts 2500 10 3 150
2 Storyteller's Yurt 4000 20 5 300 Enables agent recruitment: PriestsResearch rate: +5% (factionwide) Shamans of the Eternal Sky
Noblemen's Camp 4000 20 5 300 Noble Acatziri Raiders
3 Shaman's Yurt 7000 40 7 825 Enables agent recruitment: PriestsResearch rate: +10% (factionwide)
Treasurer 7000 40 10 550 Sacking income: +10%
Warlord's Yurt 7000 40 13 700 Enables agent recruitment: Champions
4 Elder Shaman's Yurt 11500 80 9 850 Enables agent recruitment: PriestsResearch rate: +15% (factionwide)
Master of Spoils 11500 80 13 850 Sacking income: +15%
Royal Yurt 11500 80 17 1100 Enables agent recruitment: Champions Indian Elephants

Communal Grounds[]

Tier Name Cost Integrity Food Growth (when encamped) Wealth (from commerce) Bonus
1 Communal Grounds 2000 0 0 0 200
2 Campfires 3000 0 30 4 0 Wealth: +5% from animal husbandry buildings
Bartering Grounds 3000 -1 0 0 400 Enables agent recruitment: SpiesWealth: +5% from industrial buildings
Wine Trader 3000 2 0 0 275 Morale training: +5 for all recruits
3 Meat Curer 5000 0 40 7 0 Wealth: +10% from animal husbandry buildings
Nomadic Trade Depot 5000 -2 0 0 700 Enables agent recruitment: SpiesWealth: +10% from industrial buildings
Wine Storage Carts 5000 4 0 0 400 Morale training: +10 for all recruits
4 Preserved Food Wagons 8000 0 50 10 0 Wealth: +15% from animal husbandry buildings
Nomadic Fairgrounds 8000 -4 0 0 1100 Enables agent recruitment: SpiesWealth: +15% from industrial buildings
Wine Distributor 8000 6 0 0 650 Morale training: +15 for all recruits
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

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