Compare Total War: Attila - Empire of Sand Culture Pack (DLC) prices across 50+ stores and find the best deal. Developed by CREATIVE ASSEMBLY. Published by SEGA. Released on 2/17/2015. Available on PC. Genres: Strategy. Metacritic score: 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)
Strategy

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

Feb 17, 2015CREATIVE ASSEMBLYSEGA
GamerScout Says

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

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

Tags

steamCulture PackDLC FactionsDesert AttritionWar ElephantsCampaign ReplayabilityVassal MechanicsMod-FriendlyHistorical Strategy

System Requirements

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Reviews & Ratings

Metacritic
80
Steam
82%(37,235)

Game Info

Developer
CREATIVE ASSEMBLY
Publisher
SEGA
Release Date
Feb 17, 2015

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