Compare Total War: ROME II - Caesar in Gaul Campaign Pack (DLC) prices across 50+ stores and find the best deal. Developed by CREATIVE ASSEMBLY, Feral Interactive. Published by SEGA. Released on 9/2/2013. Available on PC. Genres: Strategy. Metacritic score: 76/100.

A focused Gallic Wars campaign that trades grand-scale Rome II sprawl for a tighter, faster-paced conflict across 18 provinces. Fewer factions, sharper stakes.

Caesar in Gaul is a standalone campaign pack for Total War: ROME II that narrows the lens considerably. Where the base game asks you to juggle dozens of factions across the entire ancient world, this DLC locks you into the Gallic Wars period - roughly 58 to 51 BC - with a compact 18-province map covering Gaul and parts of southern Britain. You pick from four playable factions: the Gallic Arverni, the Germanic Suebi, the Belgic tribes, or Rome itself under Caesar's command. Each plays differently enough to justify multiple runs, though Rome's campaign is the most mechanically complete and probably where most players will start. The compressed map is genuinely the headline feature here, and it works better than you might expect. Fewer provinces means each territory decision carries more weight. Losing a single region to the Arverni when you're playing Rome feels immediately punishing in a way that losing one province out of fifty rarely does in the base game. Seasonal turns replace the standard yearly cycle, so you get four turns per year instead of two, which adds a pleasing rhythm to campaign pacing. Winter turns hit your army attrition hard if you push too aggressively, so campaign planning has to account for season timing - that extra layer of resource and timing pressure is the kind of thing strategy players actually want more of. Battle-side, Caesar in Gaul inherits whatever state ROME II Emperor Edition was in at your install point, which means the rebalanced unit stats and improved AI behaviour from the Emperor Edition updates apply here too. Gallic warbands hit hard in melee and can crack Roman lines if you're not careful about flanking discipline, so battles have a genuine tension to them rather than feeling like a foregone conclusion. The campaign AI is serviceable - it will pressure borders and form defensive pacts - but it won't outmaneuver a veteran Total War player on anything below Very Hard. If you want a real challenge, crank the difficulty and play as a Gallic faction trying to hold off Rome's superior unit roster. Where Caesar in Gaul stumbles is in content volume relative to the base game. Eighteen provinces is tight by design, but campaigns can feel concluded by the time you're really settling into a rhythm. There's no political intrigue system as deep as the Emperor Edition base campaign, and the faction variety, while functional, doesn't offer the extreme playstyle divergence you'd get from comparing, say, Rome to Egypt in the main game. If you're looking for a 200-hour sandbox, look elsewhere. This is more a 30-40 hour focused scenario, which is either a selling point or a dealbreaker depending on how you like your strategy. For newcomers to the Total War series, Caesar in Gaul is actually a reasonable entry point precisely because of its smaller scope. Learning army composition, siege mechanics, and campaign resource management on a tight map with fewer moving parts is far less overwhelming than dropping into the full Rome II world map. The tutorial infrastructure isn't exceptional, but the reduced faction count and geographical constraints act as natural guardrails while you get comfortable. Mod support mirrors the base game's ecosystem on the workshop side, so if you want reskinned units or tweaked battle speeds, that community is already doing the work. Bottom line: this is a well-constructed, focused expansion that rewards players who want a contained, seasonally-paced campaign over the sprawling world-domination loop. It won't replace Rome II for long-haul players, but it adds genuine replayability across its four factions and holds up as one of the more mechanically purposeful pieces of paid content Creative Assembly released for the title. Diego, Scout Team

Total War: ROME II - Caesar in Gaul Campaign Pack (DLC)
Strategy

Total War: ROME II - Caesar in Gaul Campaign Pack (DLC)

Sep 2, 2013CREATIVE ASSEMBLY, Feral InteractiveSEGA
GamerScout Says

A focused Gallic Wars campaign that trades grand-scale Rome II sprawl for a tighter, faster-paced conflict across 18 provinces. Fewer factions, sharper stakes.

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About Total War: ROME II - Caesar in Gaul Campaign Pack (DLC)

Caesar in Gaul is a standalone campaign pack for Total War: ROME II that narrows the lens considerably. Where the base game asks you to juggle dozens of factions across the entire ancient world, this DLC locks you into the Gallic Wars period - roughly 58 to 51 BC - with a compact 18-province map covering Gaul and parts of southern Britain. You pick from four playable factions: the Gallic Arverni, the Germanic Suebi, the Belgic tribes, or Rome itself under Caesar's command. Each plays differently enough to justify multiple runs, though Rome's campaign is the most mechanically complete and probably where most players will start. The compressed map is genuinely the headline feature here, and it works better than you might expect. Fewer provinces means each territory decision carries more weight. Losing a single region to the Arverni when you're playing Rome feels immediately punishing in a way that losing one province out of fifty rarely does in the base game. Seasonal turns replace the standard yearly cycle, so you get four turns per year instead of two, which adds a pleasing rhythm to campaign pacing. Winter turns hit your army attrition hard if you push too aggressively, so campaign planning has to account for season timing - that extra layer of resource and timing pressure is the kind of thing strategy players actually want more of. Battle-side, Caesar in Gaul inherits whatever state ROME II Emperor Edition was in at your install point, which means the rebalanced unit stats and improved AI behaviour from the Emperor Edition updates apply here too. Gallic warbands hit hard in melee and can crack Roman lines if you're not careful about flanking discipline, so battles have a genuine tension to them rather than feeling like a foregone conclusion. The campaign AI is serviceable - it will pressure borders and form defensive pacts - but it won't outmaneuver a veteran Total War player on anything below Very Hard. If you want a real challenge, crank the difficulty and play as a Gallic faction trying to hold off Rome's superior unit roster. Where Caesar in Gaul stumbles is in content volume relative to the base game. Eighteen provinces is tight by design, but campaigns can feel concluded by the time you're really settling into a rhythm. There's no political intrigue system as deep as the Emperor Edition base campaign, and the faction variety, while functional, doesn't offer the extreme playstyle divergence you'd get from comparing, say, Rome to Egypt in the main game. If you're looking for a 200-hour sandbox, look elsewhere. This is more a 30-40 hour focused scenario, which is either a selling point or a dealbreaker depending on how you like your strategy. For newcomers to the Total War series, Caesar in Gaul is actually a reasonable entry point precisely because of its smaller scope. Learning army composition, siege mechanics, and campaign resource management on a tight map with fewer moving parts is far less overwhelming than dropping into the full Rome II world map. The tutorial infrastructure isn't exceptional, but the reduced faction count and geographical constraints act as natural guardrails while you get comfortable. Mod support mirrors the base game's ecosystem on the workshop side, so if you want reskinned units or tweaked battle speeds, that community is already doing the work. Bottom line: this is a well-constructed, focused expansion that rewards players who want a contained, seasonally-paced campaign over the sprawling world-domination loop. It won't replace Rome II for long-haul players, but it adds genuine replayability across its four factions and holds up as one of the more mechanically purposeful pieces of paid content Creative Assembly released for the title. Diego, Scout Team

Tags

steamGrand StrategyHistoricalCampaign DLCSeasonal TurnsFaction VarietyAttrition MechanicsCompact MapReplayable Campaigns

System Requirements

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Reviews & Ratings

Metacritic
76

Game Info

Developer
CREATIVE ASSEMBLY, Feral Interactive
Publisher
SEGA
Release Date
Sep 2, 2013

Features

Single-playerMulti-playerPvPOnline PvPLAN PvPCo-opOnline Co-opLAN Co-op+10 more

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