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Campfires HunsHuns Community Level 2

Campfires

Share the warmth, and conjure a tale from amongst the flames.

Nights were long, cold, and dark on the steppes. Bringing everyone in a group together around a large fire kept them warm and allowed hot meals to be shared, ensuring everyone got their fair share. This in turn engendered a sense of community, kept most predators at bay, and instilled a feeling of safety amongst the tribe members. In practice, a large fire was constructed in a circle, and everyone sat around it, talking, eating, drinking, and huddling together for warmth and companionship. Of course, communal spaces also served other important purposes. Stories were passed down from generation to generation this way; tribal histories and legends gradually melded together until they became one and the same. A gathering of the entire tribal group also gave its leaders the opportunity to reveal their plans to everyone at once, and deal with any questions or concerns they may have.

Community

Communal Grounds
Communal Grounds
(att_bld_nomad_community_1)
Community Level 0
Campfires
Campfires
(att_bld_nomad_community_cooking_2)
Community Level 1
Meat Curer
Meat Curer
(att_bld_nomad_community_cooking_3)
Community Level 2
Preserved Food Wagons
Preserved Food Wagons
(att_bld_nomad_community_cooking_4)
Community Level 3
Bartering Grounds
Bartering Grounds
(att_bld_nomad_community_market_2)
Community Level 1
Nomadic Trade Depot
Nomadic Trade Depot
(att_bld_nomad_community_market_3)
Community Level 2
Nomadic Fairgrounds
Nomadic Fairgrounds
(att_bld_nomad_community_market_4)
Community Level 3
Wine Trader
Wine Trader
(att_bld_nomad_community_wine_2)
Community Level 1
Wine Storage Carts
Wine Storage Carts
(att_bld_nomad_community_wine_3)
Community Level 2
Wine Distributor
Wine Distributor
(att_bld_nomad_community_wine_4)
Community Level 3
Campfires

Building Name

Campfires

Level Name

att_bld_nomad_community_cooking_2

Building Chain

Community

Building Level

2

Create Time

3

Create Cost

3000

Effects

Wealth: +5% from animal husbandry buildings (force_to_force_own)
Food: +30 from reserves (force_to_force_own)
Growth: +4 when encamped (force_to_force_own)

Provides Garrison Army

No Garrison Units

Recruitable Units

No Recruitable Units
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