About This Content Total War™: ATTILA – Celts Culture Pack About the DLC: The Celts Culture Pack brings three new playable factions to Total War™: ATTILA. The Picts, the Caledonians and the Ebdanians may be used in Single or Multiplayer Campaign modes and Custom and Multiplayer battles. As the grasp of Western Rome weakens on the Britannic isles, these fierce tribes stand ready to proclaim their independence and reclaim their ancestral lands. But even as the empire recedes, others are setting their sights on The Tin Islands. The warlords of Germania and the Nordic regions look to the northwest and see a prize worth fighting for…•Celtic forces specialise in ambush tactics and ‘Guerrilla Deployment’.•New Celtic roster with unique new units for each faction.•New Prestige Buildings, requiring great feats to unlock.•New unique raiding building chain and Celtic-themed technologies.•Bespoke Celtic generals’ skill trees.•Unique narrative event chain: Cycle of the Ollam Ri, and new Celtic missions for each faction.Cultural traits (Celts)Specialising in ambush tactics, all units in the Celtic faction rosters have the Guerrilla Deployment trait. This enables them to deploy every unit in their army almost anywhere on the battlefield – even behind enemy lines. As specialists, Celtic nations should not be expected to perform as all-rounders; an experienced commander will play to their strengths with deadly effect.Befitting their skilful application of these traits, sacking, looting and raiding are key sources of income for the Celts and this is reflected in many aspects of their gameplay style and the additional bonuses they receive. Ebdanians Alongside the common Celtic traits for raiding, the Ebdanians also have a talent for sacking and looting that combined gives them a unique playstyle and unrivalled potential for profiting bloodily at their enemies’ expense. Picts As ‘Children of the Night’, the Picts rightfully earn their reputation as skilled nocturnal combatants at land and sea, and may always choose to attack at night. With bonuses to morale in the dark, and a reliance on heavy assault and berserker units, an ambushing Pict army is the literal stuff of nightmares.CaledoniansSilver-tongued, wily and deadly in the arts of sabotage and assassination, the Caledonians breed individuals of incredible charm, menace and murderous skill. All Agents from this faction are eager to step forward for duty, more efficient in their assigned tasks and far more likely to succeed.Unique narrative event-chain: Cycle of The Ollam RiPlaying as these factions will present you with a new series of linked narrative events. The Cycle of The Ollam Ri draws much inspiration from Celtic mythology, and sees you direct the actions of a fabled hero through a series of branching narrative choices. As the tale draws to its conclusion, Ollam Ri himself becomes available as a general for your armies, imbued with traits that mirror the choices you made.Celtic UnitsAll three factions share a Celtic unit roster consisting of a range of troop types across three tiers. Such as the Sighthound Spears heavy wardogs, Mormaer heavy cavalry and the elite light infantry, Scatha's Teachers.In addition to this standard roster, each faction has its own unique units:Ebdanians•Gallowglass: Tier 2 very heavy sword infantry•King's Warband: Tier 3 very heavy sword infantry•Ebdani Raiders: Tier 2 light javelin skirmishers•Kerns: Tier 2 light javelin skirmishers•Righdamhna: Tier 3 light javelin skirmishers•Ebdani Cavalry Raiders: Tier 2 light skirmisher cavalry•Chosen Raiders: Tier 3 light skirmisher cavalry•King's Fianna (General): Tier 3 very heavy melee cavalryCaledonians•Cateran Brigade: Tier 2 very heavy spear infantry•Horse Whisperers: Tier 3 very heavy spear infantry•Caledonian Axemen: Tier 2 very heavy axe infantry•Highland Archers: Tier 2 light bow infantry•Elite Highland Archers: Tier 3 light bow infantry•Noble Archers (General): Tier 2 medium bow infantry•Royal Archers (General): Tier 3 medium bow infantryPicts•Pictish Axemen: Tier 2 light axe infantry•Pictish Swordsmen: Tier 2 medium sword infantry•Black Blades: Tier 3 light sword infantry•Pictish Berserkers: Tier 2 light axe berserkers infantry•Followers Of Morigan (General): Tier 3 very heavy axe infantryUnique buildingsThe resourceful Celts benefit from a unique farming chain that is not reliant on fertility. Enclosures can be upgraded to Cattle Pounds and then a Booley, mobilising self-sufficient herds of livestock.Characterful of their playstyle, a new raiding chain is also unique to Celtic factions. ‘Raiders’ Assembly Point’ can be enhanced to a ‘Raiders’ Gathering Place’, then a ‘Raiders’ Base’ and finally a Raiders’ Hall’. This quick-to-build chain, each tier of which takes a single turn to build, confers significant bonuses to raiding adjacent regions and offers public order and garrison bonuses, making it excellent for newly conquered regions.New Mechanic: Prestige BuildingsThe Celts Culture Pack introduces three new Tier 5 buildings, unlocked through a new game mechanic. The Bards’ Hall, the Temple of Belenus and the Central Market confer significant bonuses, and alongside the necessary technological requirements, these buildings require the player to meet specific gameplay conditions in the form of great feats in the fields of religion, trade and warfare. Faction History EbdaniansThe Ebdanians hold the seat of power at a tumultuous but opportune moment. Occupying the island called 'Hibernia' by the Greeks and Romans, they were first recorded in the Greco-Egyptian writer Ptolemy's 2nd century AD treatise on 'Geography'. Making their home on the eastern shores, the tribe settled between two river estuaries - the Buvinda and Oboca, approximately where the city of Dublin now lies.Relationships between clans is what drove barbarian culture and society, as clans intermarried, traded and warred with one another. Tribal life in Gaelic Ireland revolved around the clan, an extended family built on kinship, loyalty and, generally, a common ancestry. Hibernian clans were supposed to have been descended from one man, the authority to rule passing down the male bloodline. This means that most clansmen were of the same blood, although fostering and adoption were as common as in other parts of the world. Clans were led by their chieftain, who sat at the top of a strict hierarchical social structure.Much like the Picts of Caledonia, the tribes of Hibernia have never been conquered by the Roman Empire, though they have traded with it - as evidenced by the discovery of Roman coins across the island. From their well-positioned, defensible capital the Ebdanians control their own destiny; they could rise to rule over the Celtic world, and none on these fair isles - or beyond - will be able to deny them!CaledoniansThe Caledonians are northern Britannia's first line of defence against Imperial Rome, and bar the way north for any would-be invaders. Although their true heritage has been much debated, they are believed to be an amalgamation of Pictish tribes and those fleeing the Roman advance into Britannia, surviving mostly in a series of hillforts and farms stretching across the highlands of Scotland.Unfortunately, most historical sources on the Caledonians are of Roman origin, with the usual Roman bias in the reporting; for instance, Tacitus refuses to use terms such as 'king' to describe the Caledonian leader Calgacus, although this may be because he was unsure of their internal hierarchy. They are first mentioned by Tacitus as fighting at the Battle of Mons Graupius, which they lost once the Legions forced them from the hills into an open field battle, as opposed to the guerrilla-style tactics naturally favoured by the rocky terrain. In mentioning the Caledonians, Tacitus also describes them as the stereotypical definition of red haired, long-limbed “northmen” - furious and barbaric to a man.In the centuries following Mons Graupius, the Caledonians have remained a belligerent thorn in the Empire's side, constantly crossing into Britannia to raid - and often successfully. Despite dogged Imperial efforts, they steadfastly refuse to be cowed, and stand now against a darkening world, poised to take back what is rightfully theirs!PictsThe Picts are resolute defenders of their homeland, which lies at the far north of the Britannic Isles. The Romans tried for many years to bring them under control - the Emperors Hadrian and Antoninus even resorting to building walls across the country in order to control the passage of, and trade between, Imperial subjects and the savage, tenacious "northmen". The general focus on defence during Hadrian's tenure has led some to the notion that his wall was more than a mere trade gateway - it was intended to keep the Picts and other Caledonian peoples out.Broadly, the Picts remain an enigmatic people who left no written records behind. However, we know they fought hard and against the invaders because the Roman historian Tacitus made specific references to their defiance in his 'Histories'. It is also likely that 'Picti' (in Latin) was simply a general term used by the Romans for any number of northern tribes whom they considered "painted ones", in reference to the common Celtic tribal custom of tattooing and painting the body before battle.The Picts were part of the ill-fated Great Conspiracy of AD367-368, when barbarian raids were co-ordinated with the desertion of the Roman garrison along Hadrian's Wall, and almost succeeded in wresting power from the Empire in Britannia and northern Gaul. Now, on the cusp of the 5th century AD, the Picts must rekindle old alliances if they wish to take their country back. Britannia, and indeed the Empire at-large, awaits the outcome - could this be the beginning of a unified Celtic empire in the north, one that will sweep away Roman oppression once and for all? 7aa9394dea Title: Total War: ATTILA - Celts Culture PackGenre: StrategyDeveloper:CREATIVE ASSEMBLYPublisher:SEGAFranchise:Total WarRelease Date: 25 Mar, 2015 Total War: ATTILA - Celts Culture Pack Crack And Patch File Download I dislike Pay-Walling as much as the next guy, however I'd like to thank SEGA and C\/A for stepping up and offering a lot more than "Faction Access" they've created a great game here and deserve rewarding. So long as C\/A submits interesting NEW contect to factions I will continue to buy them. For me, the quantity and quality of this specific DLC should be considered the primay benchmark of expectation for future faction relation DLC packs. Violent Proto-Germanic Alchoholics, (Celts) Rejoice!. Hey, CA, since SEGA is making us buy the games we've already bought anyways, do you think you could talk to the brass about maybe having a "True Purchase" Pre-Order option?You know, something at the price of a collectors edition, except instead of all that useless\u2665\u2665\u2665\u2665\u2665\u2665you get all the non Expansion DLC free?I mean, if you insist on bleeding us dry, you should at least have the decency to let us get all done up-front.. Next to the Age of Charlemagne add-on, this is the culture-pack to get. Having started out either building an army and having revolts on my hands, or trying to remian at peace and having neighbors harrasing me, this was where I should have begun to understand the dynamics of this game. The Picts have got to be one of the best groups since you are buffered by the Caledonians, and a natural ally of the Ebdanians (Oirish), and you get a chance to start working with the politics, technologies and building up a city without getting clobbered consistantly. With very little effort, you can unite with the other two factions and take over all of Britain, and then start hitting the mainland. The mix of combatants is excellent and gives a completly unique feel to the combat possibilities. You can carry on raids, ambushes, sieges while using the seas for hit and run raids, so it's the best of all worlds medieval. Allying with large armies of Caledonians is great, since if you are new you get a feel for the tactics and can make goofy mistakes without losing your army. All in all this culture-pack is like a game within the game, and really is a great learning tool plus a lot of fun if you like crazy units in combat and slash and burn raids.. It's nice to see a new unit roster for the celts. It was much needed. + Some cool looking units that make the celts unique.+With the ability to be able to deploy all celtic units outside of the deployment zone with the guerrilla deployment, it makes them feel different to other nations on the game. - I've only found one unit so far not to say the generic barbarian voice and say "Scrappers" or "infanty" when select them. I wish they would say their unit type, like they have in the past with other units.Other than that i think this pack is good. 10\/10 would play as the celts.(pls more music). The Celts felt like they should have been in this game from the start, just like most of the other culture packs that comes with Total War: Attila, Rome 2 & Warhammer. CA are just ripping content from their games now and selling it all seperatly, and as a final middle finger to us we get it at 6.99 unless its on sale which is ridiculous. However, playing as these 3 factions was very entertaining compared to most, because they have an excellent starting position being at the top of the campaign map. They also have some unique decisions to be made in the family politics, although that has little impact on the base game and feels like a weaker mechanic. The units here to feel a bit more unique, my preferred faction of the three was the Ebdanians (the irish) as they have an island to themselves which is easy to defend. The picts and caledonians start off next to each other so playing as them a conflict is inevitable and you will be fighting the Western Roman Empire or the other celtic factions for the start of the campaign. Final rating is a 2.5\/5, but come on CA, enough of this unfair DLC already, stop cutting content.. It is like the Longbeards DLC but better in every way.. *meanwhile at CA studios* all-in-one programmer-designer takes the basic roster of a germanic faction, copy pastes all the units to a 'newly created' Celtic faction, adds to the new roster a bunch of regional units from another, random barbaric faction, gives d\u00ecldoes instead of axes to the 'new' regional units, renames them d\u00ecldo-something infantry instead of axe-something infantry>adds some pathetic factional ability which improves a feature already available to all factions in the game>sends an e-mail to his superior; object: heres your 8 euros dlc boss >laughs, leaves the offices and goes to plough wh.ores in the suburbs of modern-day Wessex.. *meanwhile at CA studios* all-in-one programmer-designer takes the basic roster of a germanic faction, copy pastes all the units to a 'newly created' Celtic faction, adds to the new roster a bunch of regional units from another, random barbaric faction, gives d\u00ecldoes instead of axes to the 'new' regional units, renames them d\u00ecldo-something infantry instead of axe-something infantry>adds some pathetic factional ability which improves a feature already available to all factions in the game>sends an e-mail to his superior; object: heres your 8 euros dlc boss >laughs, leaves the offices and goes to plough wh.ores in the suburbs of modern-day Wessex.
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