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Total War: ATTILA Maps & Locations Guide: Every Area Covered

Complete Total War: ATTILA maps and locations guide. Every area with difficulty, rewards, progression order, and what to do in each zone.

Researched and editorially reviewed. Updated .
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Creative Assembly released Attila on 17 February 2015 and set the Grand Campaign in 395 AD, the year Theodosius died and the Roman Empire split permanently in two. Ten factions are playable in the base Grand Campaign, and the Western Roman Empire opens with more provinces than it can garrison, more armies than it can pay and a treasury already sliding. A cooling climate drives fertility down across the north while the Huns arrive from the east. This is the Total War where burning your own city is frequently the right decision.

Total War: ATTILA features distinct areas with increasing difficulty. This guide covers every major location in progression order: what to do, what to get, and when to move on. For the step-by-step path, see our walkthrough.

Area Progression Order

OrderLocationDifficultyKey RewardsRecommended Build
1RomaTurns 1 to 40 as the Western Roman Empire, a mid campaign target for anyone elseHigh income, large population, strong building slots, and the political weight that keeps Western public order from collapsingEastern Roman Empire
2ConstantinopolisTurns 1 onward as the Eastern Roman Empire, a late campaign objective for the HunsExceptional defensive value, high trade income from the strait, and the Eastern Empire's main recruitment centreEastern Roman Empire
3RavennaTurns 1 to 60 as the Western Roman EmpireDefensible Italian position, court and administration buildings, and a fallback capital when Roma is threatenedWestern Roman Empire
4CarthagoTurns 10 to 70, contested by the Vandals in most campaignsGrain production that feeds Italia, strong trade income, and denial of the Vandal migration's historical destinationWestern Roman Empire
5CtesiphonTurns 1 onward as the Sassanid Empire, a very late objective for RomeStable fertility, Zoroastrian religious centre, and the Sassanid heavy cavalry recruitment chainWestern Roman Empire

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Roma: Starting Area

The old capital, still enormously valuable and no longer the seat of the Western court. Holding Roma is a public order and prestige question as much as a military one, and losing it to a horde is one of the fastest ways a Western campaign unravels.

AttributeDetail
DifficultyTurns 1 to 40 as the Western Roman Empire, a mid campaign target for anyone else
Key RewardsHigh income, large population, strong building slots, and the political weight that keeps Western public order from collapsing
Recommended BuildEastern Roman Empire
Key EquipmentLimitanei

What to Do Here


Constantinopolis: Early Game

The Eastern capital and the strongest defensive position on the map, sitting on the strait between Europe and Asia. Its walls and its position mean a competent Eastern player can lose most of the Balkans and still be entirely secure behind them.

AttributeDetail
DifficultyTurns 1 onward as the Eastern Roman Empire, a late campaign objective for the Huns
Key RewardsExceptional defensive value, high trade income from the strait, and the Eastern Empire's main recruitment centre
Recommended BuildEastern Roman Empire
Key EquipmentLimitanei

What to Do Here

  • Focus on mastering The migration and horde mechanic. It's critical from this point on.
  • Farm for Limitanei if you don't have it yet.
  • Complete all objectives for maximum rewards.
  • Prepare for the difficulty spike in Ravenna.

Ravenna: Mid Game

The Western court's seat in this period, chosen historically for its marshes and defensibility rather than its size. In campaign terms it is the settlement that keeps a shrinking Western Empire administratively alive after the outer provinces are gone.

AttributeDetail
DifficultyTurns 1 to 60 as the Western Roman Empire
Key RewardsDefensible Italian position, court and administration buildings, and a fallback capital when Roma is threatened
Recommended BuildWestern Roman Empire
Key EquipmentLimitanei

What to Do Here


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Carthago: Late Game

The centre of Roman Africa and the grain supply the Western Empire cannot survive without. This is also exactly why the Vandals go for it, and why a Western player who has already abandoned the north must hold Africa at almost any cost.

AttributeDetail
DifficultyTurns 10 to 70, contested by the Vandals in most campaigns
Key RewardsGrain production that feeds Italia, strong trade income, and denial of the Vandal migration's historical destination
Recommended BuildWestern Roman Empire
Key EquipmentLegio Comitatenses

What to Do Here

  • Full build optimization is expected by this point.
  • Legio Comitatenses should be your primary, fully upgraded.
  • The family tree, gravitas and civil war mastery starts mattering here.
  • Farm resources for the push into Ctesiphon.

Ctesiphon: Endgame

The Sassanid capital on the Tigris and the anchor of the eastern half of the map. Unlike almost everywhere else, this region is barely touched by the cooling climate, which makes the Sassanid economy the most stable in the game across a long campaign.

AttributeDetail
DifficultyTurns 1 onward as the Sassanid Empire, a very late objective for Rome
Key RewardsStable fertility, Zoroastrian religious centre, and the Sassanid heavy cavalry recruitment chain
Recommended BuildWestern Roman Empire
Key EquipmentLegio Comitatenses

What to Do Here

  • This is endgame. Best-in-slot gear and a perfected build are mandatory.
  • See our boss guide for endgame fight strategies.
  • The reward loop: clear content → upgrade → push harder content.
  • Experiment with Visigoths for variety once you've mastered the meta.

Exploration Tips

  1. Clear areas in order: Roma → Constantinopolis → Ravenna → Carthago → Ctesiphon. Skipping areas means missing resources you'll need later.
  2. Check every corner: Hidden caches and secrets are often in non-obvious locations.
  3. Match your equipment: Some areas favor different equipment types.
  4. Read the walkthrough: Our walkthrough provides exact progression milestones for each area.
  5. Don't rush: Clearing an area fully gives more resources than speedrunning two areas.

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