Compara los precios de Total War: Attila - Empire of Sand Culture Pack (DLC) en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por CREATIVE ASSEMBLY. Publicado por SEGA. Lanzado el 17/2/2015. Disponible en PC. Géneros: Strategy. Puntuación Metacritic: 80/100.

Three African and Middle Eastern factions arrive in Total War: Attila, each with distinct unit rosters and campaign pressures that change how you survive the collapse of Rome.

The Empire of Sand Culture Pack adds three playable factions to Total War: Attila - the Aksum, the Himyar, and the Tanukhids. These are not reskins. Each faction sits in a geographic and political space that the base game only gestures at, and playing any one of them reframes the entire campaign. Where the European factions are dealing with Hunnic pressure from the northeast, these southern powers are wrestling with desert attrition, trade route control, and a different flavor of existential threat. That shift in context is the core selling point here. Aksum is the most conventionally powerful of the three, with access to war elephants and a trade-focused economy that rewards patient expansion. Himyar plays similarly but with more internal religious pressure to manage, and their unit roster leans into melee shock infantry in a way that makes early battles feel different from the usual Roman or Gothic experience. The Tanukhids are the wildcard - a vassal faction with limited starting territory and a confederation-style political structure that demands you think carefully about when and how to break free from your nominal overlords. None of these factions hold your hand, but the tutorial foundation from the base game carries over, so if you have cleared the initial campaign introduction you are not walking in blind. On the battlefield, the desert terrain tiles introduced alongside these factions create real tactical problems. Heat attrition punishes aggressive marching. Cavalry that dominates European plains is less reliable in broken terrain. The unit variety across all three rosters is solid without being overwhelming - you are picking from a focused toolkit rather than an encyclopedic one, which actually makes decision-making cleaner for mid-tier players who feel paralyzed by faction choice. The AI on these southern fronts performs about as well as it does in the base game, meaning it is competent at using terrain and managing stack composition but occasionally makes strange diplomatic choices in the late campaign. For mod ecosystem fans, the Culture Pack factions are well-supported by the Attila modding community. Unit stat overhauls and expanded rosters exist for all three, and the faction frameworks here are clean enough that modders have extended them substantially. If you are already running a modded Attila install, compatibility is worth checking before purchasing, but vanilla players get a clean, well-integrated experience out of the box. The honest case against this DLC is that it is content depth rather than systemic depth. It does not add new campaign mechanics, no new map features beyond regional unit variety, and the three factions, while distinct, will feel familiar to anyone who has played through the base game's existing roster. Veteran Attila players who have exhausted the base factions will find this a natural next step. Newcomers should finish at least one full base-game campaign first - this is an expansion of experience, not an introduction to it. Diego, Scout Team

Total War: Attila - Empire of Sand Culture Pack (DLC)

Total War: Attila - Empire of Sand Culture Pack (DLC)

Complemento / DLC de Total War: ATTILA — ver juego completo
17 feb 2015CREATIVE ASSEMBLYSEGA
GamerScout opina

Three African and Middle Eastern factions arrive in Total War: Attila, each with distinct unit rosters and campaign pressures that change how you survive the collapse of Rome.

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The Empire of Sand Culture Pack adds three playable factions to Total War: Attila - the Aksum, the Himyar, and the Tanukhids. These are not reskins. Each faction sits in a geographic and political space that the base game only gestures at, and playing any one of them reframes the entire campaign. Where the European factions are dealing with Hunnic pressure from the northeast, these southern powers are wrestling with desert attrition, trade route control, and a different flavor of existential threat. That shift in context is the core selling point here. Aksum is the most conventionally powerful of the three, with access to war elephants and a trade-focused economy that rewards patient expansion. Himyar plays similarly but with more internal religious pressure to manage, and their unit roster leans into melee shock infantry in a way that makes early battles feel different from the usual Roman or Gothic experience. The Tanukhids are the wildcard - a vassal faction with limited starting territory and a confederation-style political structure that demands you think carefully about when and how to break free from your nominal overlords. None of these factions hold your hand, but the tutorial foundation from the base game carries over, so if you have cleared the initial campaign introduction you are not walking in blind. On the battlefield, the desert terrain tiles introduced alongside these factions create real tactical problems. Heat attrition punishes aggressive marching. Cavalry that dominates European plains is less reliable in broken terrain. The unit variety across all three rosters is solid without being overwhelming - you are picking from a focused toolkit rather than an encyclopedic one, which actually makes decision-making cleaner for mid-tier players who feel paralyzed by faction choice. The AI on these southern fronts performs about as well as it does in the base game, meaning it is competent at using terrain and managing stack composition but occasionally makes strange diplomatic choices in the late campaign. For mod ecosystem fans, the Culture Pack factions are well-supported by the Attila modding community. Unit stat overhauls and expanded rosters exist for all three, and the faction frameworks here are clean enough that modders have extended them substantially. If you are already running a modded Attila install, compatibility is worth checking before purchasing, but vanilla players get a clean, well-integrated experience out of the box. The honest case against this DLC is that it is content depth rather than systemic depth. It does not add new campaign mechanics, no new map features beyond regional unit variety, and the three factions, while distinct, will feel familiar to anyone who has played through the base game's existing roster. Veteran Attila players who have exhausted the base factions will find this a natural next step. Newcomers should finish at least one full base-game campaign first - this is an expansion of experience, not an introduction to it.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

steamCulture PackDLC FactionsDesert AttritionWar ElephantsCampaign ReplayabilityVassal MechanicsMod-FriendlyHistorical Strategy

Requisitos del sistema

Mínimos

Processor
Intel Core 2 Duo 3 GHz
Memory
3 GB RAM
Graphics
512 MB NVIDIA GeForce 8800 GT, AMD Radeon HD 2900 XT or Intel HD 4000
DirectX
Version 10
Storage
35 GB available space A…

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Processor
2nd Generation Intel Core i5
Memory
4 GB RAM
Graphics
2 GB NVIDIA GeForce GTX 560 Ti or AMD Radeon HD 5870
DirectX
Version 11
Storage
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Reseñas y valoraciones

Metacritic
80
Steam
82%(37,235)

Información del juego

Desarrolladora
CREATIVE ASSEMBLY
Distribuidora
SEGA
Fecha de lanzamiento
17 feb 2015

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Total War: Attila - Empire of Sand Culture Pack (DLC) está disponible en PC.

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Total War: Attila - Empire of Sand Culture Pack (DLC) se lanzó el 17 de febrero de 2015.

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Total War: Attila - Empire of Sand Culture Pack (DLC) fue desarrollado por CREATIVE ASSEMBLY y publicado por SEGA.

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Total War: Attila - Empire of Sand Culture Pack (DLC) tiene una puntuación Metacritic de 80/100, lo que lo convierte en uno de los títulos destacados de Strategy. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.