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* SurprisinglyImprovedSequel: ''Attila'' served as this trope after the disastrous release of ''Rome II''. Eventually, once Rome II's Emperor Edition came out, Atilla became the inferior of the two; see ContestedSequel above.
* WinBackTheCrowd: Is receiving extremely positive reviews from fans (to the point Total War Center, a site infamous for its hatred for Rome II, has been giving it huge amounts of praise), and is being considered far better than its buggy counterpart, and one of the best games in the series. However, once Rome II got fixed and optimalised, both games were re-evaluated and it was Rome II who won the crowd back, while Atilla got left behind as the far less polished of the duo.

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* SurprisinglyImprovedSequel: ''Attila'' served as this trope after the disastrous release of ''Rome II''. Eventually, once Rome II's Emperor Edition came out, Atilla Attila became the inferior of the two; see ContestedSequel above.
* WinBackTheCrowd: Is receiving extremely positive reviews from fans (to the point Total War Center, a site infamous for its hatred for Rome II, has been giving it huge amounts of praise), and is being considered far better than its buggy counterpart, and one of the best games in the series. However, once Rome II got fixed and optimalised, both games were re-evaluated and it was Rome II who won the crowd back, while Atilla Attila got left behind as the far less polished of the duo.


* DifficultySpike: ''Attila'' is perhaps the hardest of the series, with its new mechanics that add complexity to the game and the oppressive nature of the time period.
** In a meta sense, the addition of the ''Empires of the Sands'' factions and the White Huns (Hephtalites) made things far more horrible for the Sassanid Empire than how it was at game launch.



** ''Blood and Fire DLC'' significantly ramps up amount of blood and general damage shown during battles.



* SurprisinglyImprovedSequel: ''Attila'' served as this trope after the disastrous release of ''Rome II''. Downplayed once Rome II's Emperor Edition came out; see Contested Sequel above.
* WinBackTheCrowd: Is receiving extremely positive reviews from fans (to the point Total War Center, a site infamous for its hatred for Rome II, has been giving it huge amounts of praise), and is being considered far better than its buggy counterpart, and one of the best games in the series.

to:

* SelfImposedChallenge: Playing as the Western Roman Empire; even the game tells you the starting challenge is "legendary"; it is the only faction with Legendary as initial challenge in all Total War titles up until now.
* SurprisinglyImprovedSequel: ''Attila'' served as this trope after the disastrous release of ''Rome II''. Downplayed Eventually, once Rome II's Emperor Edition came out; out, Atilla became the inferior of the two; see Contested Sequel ContestedSequel above.
* WinBackTheCrowd: Is receiving extremely positive reviews from fans (to the point Total War Center, a site infamous for its hatred for Rome II, has been giving it huge amounts of praise), and is being considered far better than its buggy counterpart, and one of the best games in the series. However, once Rome II got fixed and optimalised, both games were re-evaluated and it was Rome II who won the crowd back, while Atilla got left behind as the far less polished of the duo.

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** Artillery units in the game are rather overpowered for the time period it is set in. Get a few onagers and some units to hold a line, and the player can destroy entire armies by just whacking them repeatedly with burning or explosive ammunition.


* ComplacentGamingSyndrome: No matter which faction is chosen (except the two Hunnic factions, as they can never settle down), the player's first strategic goal is to make a break for the sea, and to secure a seazone. Securing a seazone dramatically reduces the monetary losses due to piracy within the zone to around 10%, and sea ports can be converted to fisheries [[note]]except ports where spices are traded; such ports are exclusive to the Gulf of Aden and the Arabian Sea[[/note]], which provide a steady source of food (which is not affected by climate change mechanics) ''and'' income. Securing seazones are also vital in the ''Last Roman'' and ''Age of Charlemagne'' campaigns, even though ''Charlemagne'' did not feature climate change mechanics. [[note]]''Charlemagne'' presents a more complex situation for ports, as fisheries no longer provide income.[[/note]]

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* ComplacentGamingSyndrome: No matter which faction is chosen (except the two Hunnic factions, as they can never settle down), the player's first strategic goal is to make a break for the sea, and to secure a seazone. Securing a seazone dramatically reduces the monetary losses due to piracy within the zone to around 10%, and sea ports can be converted to fisheries [[note]]except ports where spices are traded; such ports are exclusive to the Gulf of Aden and the Arabian Sea[[/note]], which provide a steady source of food (which is not affected by climate change mechanics) ''and'' income. Securing seazones are also vital in the ''Last Roman'' and ''Age of Charlemagne'' campaigns, even though ''Charlemagne'' did not feature climate change mechanics.campaign. [[note]]''Charlemagne'' presents a more complex situation for ports, as fisheries no longer provide income. On the other hand, it also did not feature climate change mechanics.[[/note]]


* ComplacentGamingSyndrome: No matter which faction is chosen (except the two Hunnic factions, as they can never settle down), the player's first strategic goal is to make a break for the sea, and to secure a seazone. Securing a seazone dramatically reduces the monetary losses due to piracy within the zone to around 10%, and sea ports can be converted to fisheries [[note]]except ports where spices are traded; such ports are exclusive to the Gulf of Aden and the Arabian Sea[[/note]], which provide a steady source of food (which is not affected by climate change mechanics) ''and'' income. Securing seazones are also vital in the ''Last Roman'' and ''Age of Charlemagne'' campaigns, even though ''Charlemagne'' did not feature climate change mechanics.

to:

* ComplacentGamingSyndrome: No matter which faction is chosen (except the two Hunnic factions, as they can never settle down), the player's first strategic goal is to make a break for the sea, and to secure a seazone. Securing a seazone dramatically reduces the monetary losses due to piracy within the zone to around 10%, and sea ports can be converted to fisheries [[note]]except ports where spices are traded; such ports are exclusive to the Gulf of Aden and the Arabian Sea[[/note]], which provide a steady source of food (which is not affected by climate change mechanics) ''and'' income. Securing seazones are also vital in the ''Last Roman'' and ''Age of Charlemagne'' campaigns, even though ''Charlemagne'' did not feature climate change mechanics. [[note]]''Charlemagne'' presents a more complex situation for ports, as fisheries no longer provide income.[[/note]]


* ContestedSequel: While delivering many features that were sought by long-time fans, ''Attila'' is nonetheless not as popular by the numbers compared to, say, ''Warhammer'' or even ''Rome II'' [[AuthorsSavingThrow after Creative Assembly eventually fixed it up]]. It's hard to place the primary reason exactly for this; possible factors include the fact that the setting is less evocative or well-known to most people, the art design can be regarded as drab and dull, the sanitation system can be seen as busywork instead of deepening building variety [[note]]compounded by the monotony ''Attila'' introduced to the provincial system. In ''Rome II'', provinces can have one to three sub-regions, apart from the provincial capital. ''Attila'' standardise ''every'' province to have two sub-regions.[[/note]], it could generally just be thought as [[SequelDifficultySpike a bit too difficult]] for many players coming from ''Rome II'' [[note]]The main difficulty from ''Rome II'' comes from the various penalties as the player faction expand. In ''Attila, the world itself'' is screwing every faction over with reduced fertility, along with the additional requirement that every province has to be self-sufficient. And let's not get started with the Huns once Attila comes into the picture...[[/note]], the game being not as effectively optimized as ''Rome II'' by this point in terms of performance, or it was just unfortunate enough to be released right after Creative's Assembly's public relations were at a low from ''Rome II''.

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* ContestedSequel: While delivering many features that were sought by long-time fans, ''Attila'' is nonetheless not as popular by the numbers compared to, say, ''Warhammer'' or even ''Rome II'' [[AuthorsSavingThrow after Creative Assembly eventually fixed it up]]. It's hard to place the primary reason exactly for this; possible factors include the fact that the setting is less evocative or well-known to most people, the art design can be regarded as drab and dull, the sanitation system can be seen as busywork instead of deepening building variety [[note]]compounded by the monotony ''Attila'' introduced to the provincial system. In ''Rome II'', provinces can have one to three sub-regions, apart from the provincial capital. ''Attila'' standardise ''every'' province to have two sub-regions.[[/note]], it could generally just be thought as [[SequelDifficultySpike a bit too difficult]] for many players coming from ''Rome II'' [[note]]The main difficulty from ''Rome II'' comes from the various penalties as the player faction expand. In ''Attila, the world itself'' is screwing every faction over with reduced fertility, along with the additional requirement that every province has to be self-sufficient. And self-sufficient, and let's not get started with the Huns once Attila comes into the picture...picture. Even the Sassanid Empire, widely regarded as ''the'' easiest faction to play as, had the White Huns thrown at them, and the hordes can do extensive damage if the player doesn't know what they're doing.[[/note]], the game being not as effectively optimized as ''Rome II'' by this point in terms of performance, or it was just unfortunate enough to be released right after Creative's Assembly's public relations were at a low from ''Rome II''.

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*DemonicSpiders: The Plague of Justinian in ''The Last Roman'' campaign. It historically ended Justinian I's ambitions of re-unifying the Empire. As ''any'' faction, players are likely to tear their hair out if their settlements or armies become infected.


* ComplacentGamingSyndrome: No matter which faction is chosen (except the Huns, as they can never settle down), the player's first strategic goal is to make a break for the sea, and to secure a seazone. Securing a seazone dramatically reduces the monetary losses due to piracy within the zone to around 10%, and sea ports can be converted to fisheries [[note]]except ports where spices are traded; such ports are exclusive to the Gulf of Aden and the Arabian Sea[[/note]], which provide a steady source of food (which is not affected by climate change mechanics) ''and'' income. Securing seazones are also vital in the ''Last Roman'' and ''Age of Charlemagne'' campaigns, even though ''Charlemagne'' did not feature climate change mechanics.

to:

* ComplacentGamingSyndrome: No matter which faction is chosen (except the Huns, two Hunnic factions, as they can never settle down), the player's first strategic goal is to make a break for the sea, and to secure a seazone. Securing a seazone dramatically reduces the monetary losses due to piracy within the zone to around 10%, and sea ports can be converted to fisheries [[note]]except ports where spices are traded; such ports are exclusive to the Gulf of Aden and the Arabian Sea[[/note]], which provide a steady source of food (which is not affected by climate change mechanics) ''and'' income. Securing seazones are also vital in the ''Last Roman'' and ''Age of Charlemagne'' campaigns, even though ''Charlemagne'' did not feature climate change mechanics.


Added DiffLines:

***On a related note, players who can afford it would almost always try to have a Food Trader at every provincial capital, because it provides another steady source of food (which is not affected by climate change mechanics).


** On climate change, players who really dislike the mechanic will choose factions which start in or near deserts, where the mechanic has the least effect.

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** On climate change, players who really dislike the mechanic will choose factions which start in or near deserts, where the mechanic has the least effect.[[note]]Desert factions also have the option of building camel farms, which are unaffected by climate change mechanics.[[/note]]


* SurprisinglyImprovedSequel: Attila: Total War served as this trope after the disastrous release of Rome II. Downplayed once Rome II's Emperor Edition came out; see Contested Sequel above.

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* SurprisinglyImprovedSequel: Attila: Total War ''Attila'' served as this trope after the disastrous release of Rome II.''Rome II''. Downplayed once Rome II's Emperor Edition came out; see Contested Sequel above.


* ContestedSequel: While delivering many features that were sought by long-time fans, ''Attila'' is nonetheless not as popular by the numbers compared to, say, ''Warhammer'' or even ''Rome II'' [[AuthorsSavingThrow after Creative Assembly eventually fixed it up]]. It's hard to place the primary reason exactly for this; possible factors include the fact that the setting is less evocative or well-known to most people, the art design can be regarded as drab and dull, the sanitation system can be seen as busywork instead of deepening building variety [[note]]compounded by the monotony ''Attila'' introduced to the provincial system. In ''Rome II'', provinces can have one to three sub-regions, apart from the provincial capital. ''Attila'' standardise ''every'' province to have two sub-regions.[[note]], it could generally just be thought as [[SequelDifficultySpike a bit too difficult]] for many players coming from ''Rome II'' [[note]]The main difficulty from ''Rome II'' comes from the various penalties as the player faction expand. In ''Attila, the world itself'' is screwing every faction over with reduced fertility, along with the additional requirement that every province has to be self-sufficient. And let's not get started with the Huns once Attila comes into the picture...[[/note]], the game being not as effectively optimized as ''Rome II'' by this point in terms of performance, or it was just unfortunate enough to be released right after Creative's Assembly's public relations were at a low from ''Rome II''.

to:

* ContestedSequel: While delivering many features that were sought by long-time fans, ''Attila'' is nonetheless not as popular by the numbers compared to, say, ''Warhammer'' or even ''Rome II'' [[AuthorsSavingThrow after Creative Assembly eventually fixed it up]]. It's hard to place the primary reason exactly for this; possible factors include the fact that the setting is less evocative or well-known to most people, the art design can be regarded as drab and dull, the sanitation system can be seen as busywork instead of deepening building variety [[note]]compounded by the monotony ''Attila'' introduced to the provincial system. In ''Rome II'', provinces can have one to three sub-regions, apart from the provincial capital. ''Attila'' standardise ''every'' province to have two sub-regions.[[note]], [[/note]], it could generally just be thought as [[SequelDifficultySpike a bit too difficult]] for many players coming from ''Rome II'' [[note]]The main difficulty from ''Rome II'' comes from the various penalties as the player faction expand. In ''Attila, the world itself'' is screwing every faction over with reduced fertility, along with the additional requirement that every province has to be self-sufficient. And let's not get started with the Huns once Attila comes into the picture...[[/note]], the game being not as effectively optimized as ''Rome II'' by this point in terms of performance, or it was just unfortunate enough to be released right after Creative's Assembly's public relations were at a low from ''Rome II''.


* ContestedSequel: While delivering many features that were sought by long-time fans, ''Attila'' is nonetheless not as popular by the numbers compared to, say, ''Warhammer'' or even ''Rome II'' [[AuthorsSavingThrow after Creative Assembly eventually fixed it up]]. It's hard to place the primary reason exactly for this; possible factors include the fact that the setting is less evocative or well-known to most people, the art design can be regarded as drab and dull, the sanitation system can be seen as busywork instead of deepening building variety, it could generally just be thought as [[SequelDifficultySpike a bit too difficult]] for many players coming from ''Rome II'' [[note]]The main difficulty from ''Rome II'' comes from the various penalties as the player faction expand. In ''Attila, the world itself'' is screwing every faction over with reduced fertility, along with the additional requirement that every province has to be self-sufficient. And let's not get started with the Huns once Attila comes into the picture...[[/note]], the game being not as effectively optimized as ''Rome II'' by this point in terms of performance, or it was just unfortunate enough to be released right after Creative's Assembly's public relations were at a low from ''Rome II''.

to:

* ContestedSequel: While delivering many features that were sought by long-time fans, ''Attila'' is nonetheless not as popular by the numbers compared to, say, ''Warhammer'' or even ''Rome II'' [[AuthorsSavingThrow after Creative Assembly eventually fixed it up]]. It's hard to place the primary reason exactly for this; possible factors include the fact that the setting is less evocative or well-known to most people, the art design can be regarded as drab and dull, the sanitation system can be seen as busywork instead of deepening building variety, variety [[note]]compounded by the monotony ''Attila'' introduced to the provincial system. In ''Rome II'', provinces can have one to three sub-regions, apart from the provincial capital. ''Attila'' standardise ''every'' province to have two sub-regions.[[note]], it could generally just be thought as [[SequelDifficultySpike a bit too difficult]] for many players coming from ''Rome II'' [[note]]The main difficulty from ''Rome II'' comes from the various penalties as the player faction expand. In ''Attila, the world itself'' is screwing every faction over with reduced fertility, along with the additional requirement that every province has to be self-sufficient. And let's not get started with the Huns once Attila comes into the picture...[[/note]], the game being not as effectively optimized as ''Rome II'' by this point in terms of performance, or it was just unfortunate enough to be released right after Creative's Assembly's public relations were at a low from ''Rome II''.

Added DiffLines:

**On climate change, players who really dislike the mechanic will choose factions which start in or near deserts, where the mechanic has the least effect.
**With the introduction of the White Huns, players who choose the Sassanid Empire will tend to make peace with the Ghassanids and focus on the war with the Huns, as they can do so much more damage.


* ContestedSequel: While delivering many features that were sought by long-time fans, ''Attila'' is nonetheless not as popular by the numbers compared to, say, ''Warhammer'' or even ''Rome II'' [[AuthorsSavingThrow after Creative Assembly eventually fixed it up]]. It's hard to place the primary reason exactly for this; possible factors include the fact that the setting is less evocative or well-known to most people, the art design can be regarded as drab and dull, the sanitation system can be seen as busywork instead of deepening building variety, it could generally just be thought as [[SequelDifficultySpike a bit too difficult]] for many players coming from ''Rome II'' [[note]]The main difficulty from ''Rome II'' comes from the various penalties as the player faction expand. In ''Attila, the world itself'' is screwing every faction over with reduced fertility. And let's not get started with the Huns once Attila comes into the picture...[[/note]], the game being not as effectively optimized as ''Rome II'' by this point in terms of performance, or it was just unfortunate enough to be released right after Creative's Assembly's public relations were at a low from ''Rome II''.

to:

* ContestedSequel: While delivering many features that were sought by long-time fans, ''Attila'' is nonetheless not as popular by the numbers compared to, say, ''Warhammer'' or even ''Rome II'' [[AuthorsSavingThrow after Creative Assembly eventually fixed it up]]. It's hard to place the primary reason exactly for this; possible factors include the fact that the setting is less evocative or well-known to most people, the art design can be regarded as drab and dull, the sanitation system can be seen as busywork instead of deepening building variety, it could generally just be thought as [[SequelDifficultySpike a bit too difficult]] for many players coming from ''Rome II'' [[note]]The main difficulty from ''Rome II'' comes from the various penalties as the player faction expand. In ''Attila, the world itself'' is screwing every faction over with reduced fertility.fertility, along with the additional requirement that every province has to be self-sufficient. And let's not get started with the Huns once Attila comes into the picture...[[/note]], the game being not as effectively optimized as ''Rome II'' by this point in terms of performance, or it was just unfortunate enough to be released right after Creative's Assembly's public relations were at a low from ''Rome II''.


* ContestedSequel: While delivering many features that were sought by long-time fans, ''Attila'' is nonetheless not as popular by the numbers compared to, say, ''Warhammer'' or even ''Rome II'' [[AuthorsSavingThrow after Creative Assembly eventually fixed it up]]. It's hard to place the primary reason exactly for this; possible factors include the fact that the setting is less evocative or well-known to most people, the art design can be regarded as drab and dull, the sanitation system can be seen as busywork instead of deepening building variety, it could generally just be thought as [[SequelDifficultySpike a bit too difficult]] for many players, the game being not as effectively optimized as ''Rome II'' by this point in terms of performance, or it was just unfortunate enough to be released right after Creative's Assembly's public relations were at a low from ''Rome II''.

to:

* ContestedSequel: While delivering many features that were sought by long-time fans, ''Attila'' is nonetheless not as popular by the numbers compared to, say, ''Warhammer'' or even ''Rome II'' [[AuthorsSavingThrow after Creative Assembly eventually fixed it up]]. It's hard to place the primary reason exactly for this; possible factors include the fact that the setting is less evocative or well-known to most people, the art design can be regarded as drab and dull, the sanitation system can be seen as busywork instead of deepening building variety, it could generally just be thought as [[SequelDifficultySpike a bit too difficult]] for many players, players coming from ''Rome II'' [[note]]The main difficulty from ''Rome II'' comes from the various penalties as the player faction expand. In ''Attila, the world itself'' is screwing every faction over with reduced fertility. And let's not get started with the Huns once Attila comes into the picture...[[/note]], the game being not as effectively optimized as ''Rome II'' by this point in terms of performance, or it was just unfortunate enough to be released right after Creative's Assembly's public relations were at a low from ''Rome II''.

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