видео игры атилла

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In his travelogue A Time of Gifts, Patrick Leigh Fermor describes a stopover at an inn along the Danube, en route to Istanbul in the winter of 1933.

He falls into conversation there--as Paddy is wont to do--about regional history with a local polymath.

For Fermor's benefit, the older man sketches ancient civilization out on the back of his copy of the Neue Freie Presse--the Marcomanni tribe here, the Quadi there--little circles of semi-permanent existence alongside the Danube's sinuous line. "The sudden flurry of activity is a welcome change of pace to Fermor, a 20th-century student with wanderlust. But someone playing Total War: Attila has more in common with the former--there's no fun in watching civilizations, to hear Paddy put it, "float about as lonely as clouds, expanding across the map as imperceptibly as damp or mildew." And so in that limited sense, the Huns are a welcome arrival to Total War's late antiquity. Total War: Attila is centered on its turn-based Grand Campaign, a broad representation of the military situation Europe found itself in around 400 A. The Roman Empire is in its death throes, bloated and harried even after being cleaved into Eastern and Western halves.

"And suddenly, at last something happens," exclaims the polymath, invoking Attila and his horde with a slash of graphite through the Viennese classifieds. To the north and northeast, perennial all-barbarian first-teamers the Vandals and Visigoths flee from the Huns' onslaught--straight into Roman territory.

To the east, the comparatively recumbent Sassanians lie within striking distance of Constantinopolis.

A litany of small but active tribes occupy the interstitial spaces, cannibalizing each other and nipping impishly at the heels of the larger factions.

All eyes are drawn to the eastern steppes, however, when Attila enters the world stage, providing a not-so-subtle cue to start getting your affairs in order.