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If you prefer grand campaign then any culture pack dlc, viking, celtic, longbeards, empire of sands, slavs.
If you prefer mini campaigns then Age of Charlemagne and Last Roman.
If you`re interested in DLC factions buy what suits your taste.
AI has all DLC units even if you don`t buy anything.
Factions DLC to taste - many people will say some are better but is really just a matter of personal preference (i.e. Empires of Sand may have more fine tuned factions, but if you into Viking may want to grab that instead and ignore people ♥♥♥♥♥♥♥♥ about its lack of unique mechanics)
Without playing it is a Cheeki/Breeki
1) Empires of Sand has the best all-round factions, with good rosters, interesting abilities and missions, and some real decisions to make about buildings (the Pleasure chain grants so much income, but can quickly erode state religion).
2) Age of Charlemagne. It's not flawless, but it's a good alternative for when you want to complete a campaign without waiting a minute for end-turn times in the late game. Seriously, it's a nice option for a shorter campaign experience, and the different sides are a little lackluster in their rosters at times but at least all feel different (Avars, Cordoba, Mercia, and the Danish all play pretty differently from each other).
3) Celts. The Celts are a fun group because every unit they own (including onagers) get guerilla deployment. Plus they have some of the better rosters in the game, and have a solid start position.
4) Lastly, I'd pick the Slavic DLC. It's fun to experiment with migrating and resettling in different spots, the number of unique buildings and abilities is high, and it's another start position that isn't just over the Rhine from the WRE or whatever. The rosters feel flawed, though, with poison arrows being OP and most of the holding units (spears, primarily, but also mid-tier and lower melee) being UP and too lightly armored.
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The DLC that I wouldn't suggest (all of which I do own) are:
The Last Roman campaign pack... good for a play or two as the Roman Expedition, but not really a big interest in playing the other sides (Vandals too under fire immediately, Franks too small, Ostrogoths too big and able to turtle, Visigoths too out-of-the-way).
Viking DLC is pretty meager. The factional/cultural abilities are mostly lame, the rosters are somewhat feeble, and all that is really left to enjoy is the start position and a couple of axe units and berserker units.
Longbeards are lack-luster. Each one of them has one or two truly interesting units, but their rosters are still a bit on the small side. And you already have the best one-settlement-wonder Germanic Pagan barbarians in the base game IMO (the Franks). If you really really want yet more Germanic Pagans to play as, I guess they're okay, but it was really a DLC that added to an area that probably didn't need to be added to.
Blood and Gore is completely optional... I'd say to skip it, but it's so cheap that I'm not really going to say it's something anyone absolutely *has* to stay away from.
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All just IMO, though.
The real take-away, if anything, is: the later the DLC came out for Attila, the higher the chances I'd tell you to consider getting it. And the inverse (or converse?) is also true: the earlier the DLC appeared, the more likely I'd suggest to skip it.
You`re sure about this?
I thought they did but I might be wrong.
The other DLC:
-Bloodpack is good, would buy it. It sucks to have to pay for blood but thats another topic.
-Celts introduce new and different units so I would recommend them.
-Longbeards add nothing new.
-Vikings add nothing new.
-Empire of Sands add some new things but you can already play as two desert factions, wouldn't recommend but aren't bad - more bang than vikings and longbeards for sure
-Slavic add new units so I recommend them.