

Brand new to Total War: ATTILA? The Collection is the definitive version of this strategy classic, containing the base game and all of its DLC in one spectacular-value bundle.
BuyYou can find information on the individual packs below:
The year is 533 AD, and Barbarian Kingdoms grow like weeds from the ashes of the Western Roman Empire. In the east, Byzantine Emperor Justinian dreams of rekindling lost glory, and dispatches his commander Belisarius to reassert Roman authority. It is now up to you to reclaim the lost territories for Rome, or extinguish the flame of the Western Empire for good.
This campaign features five playable factions on a new, post-Western Roman Empire map of the Mediterranean and North Africa: the Roman Expedition, the Ostrogoths, the Vandals, the Franks, and the Visigoths.
768 AD. Following his father’s death, Charlemagne is to share the Frankish throne with his brother. It is a compromise ill-suited to a man of ambition. Before him, Europe lies scarred, scorched, and exhausted by centuries of conflict, yet Charlemagne sees an opportunity to unite, stabilise and… expand, but such aspirations rarely goes unchallenged. Now realise Charlemagne’s vision and become the first Emperor in the west for over 300 years, or thwart his designs and reshape the continent as you see fit.
This campaign features eight playable factions on a map of Europe at the dawn of the Middle Ages: the Kingdom of Charlemagne, the Avars, the Emirate of Cordoba, Asturius, Mercia, the Danes, the Lombards, and Westphalia.
Adds the Norsemen culture and three playable factions to the Grand Campaign: the Geats, Jutes and Danes.
Though united by their shared Viking Raiders trait, making them expert plunderers, the Norse factions each have unique strengths. The seaborn Danes are able to weather even the worst maritime conditions, and are immune to both high-seas attrition and seasickness. The cold-blooded Geats, raised in icy climes, see their morale boosted in winter battles and are immune to snow attrition. The Jutes are the ultimate despoilers, and earn significant income from razing settlements.
Adds the Celtic culture and three new playable factions to the Grand Campaign: the Caledonians, Ebdanians and Picts.
These fierce ambush specialists stand ready to capitalise on Rome’s weakened hold on Britannia. The Picts receive morale bonuses when fighting in the dark, and always have the option to fight night battles. The Ebdanians of Hibernia have a talent for looting that grants them an economic advantage over their rivals. The wily Caledonians, deadly in the arts of sabotage and assassination, rely on spies as much as soldiers.
Adds three new playable factions to the Grand Campaign’s Barbarian culture: the Langobards, Burgundians and Alamans.
Three formidable Germanic factions menace the northern reaches of the Western Roman Empire. The Alamans dish out increased melee damage against Romans, while the Langbobards receive morale bonuses against foes of other religions. The Burgundians, with their ‘Bred for the Hunt’ trait, receive food bonuses in regions with poor fertility, and improved unit replenishment. These factions also gain the Lay of Ybor narrative chain, a series of campaign events, that see a fabled hero rise to become a general of your armies, with unique character traits and bonuses determined by your choices.
Adds three new playable factions to the Grand Campaign’s Desert Kingdoms culture: Aksum, Himyar and the Tanukhids.
Hailing from the harsh deserts of North Africa and the Middle East, these factions enjoy melee attack bonuses in battles fought on sand, and are immune to desert attrition. The Tanukhids are led by the warrior queen Mavia, and their horde’s growth increases with each victory. On the coast, Aksum owes its power to excellent trade routes, with the benefits of increased food provision, mercenary availability and trade income. The Himyarites are superbly equipped to survive in arid lands, with reduced unit fatigue rates and unique fertility-boosting buildings available in their capital. Religion plays an increased role in these factions’ campaigns, which feature new faiths and unique building chains, technologies, and campaign events.
Adds the Slavs culture and three new playable factions to the Grand Campaign: the Sclavenians, Anteans and Venedians.
The Slav factions are the perfect counter to Hunnic forces, with immunity from snow attrition, discounted construction rates, and the ability to swiftly recolonise razed provinces. Also unique to these factions are poison arrows, able to exhaust targets. The Anteans must pick their battle terrains carefully, with improved morale and melee performance in forest and river battles, but suffer significant disadvantage in open fields. The Venedians excel at agriculture, with farms yielding double income and zero squalor penalties. The Sclavenians turn their fury towards Nomads, with improved morale, melee damage and melee performance against such factions.
The Blood & Burning pack brings the savagery of front-line combat to viscera-splattering life with decapitations, dismemberment and devastating impalements. Featuring hundreds of gruesome combat animations for multiple different unit types, ATTILA’s massive battles become more brutal than ever.