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Total War: Arena is a free to play, team-based, multiplayer real time strategy (RTS) game by [[Creative Assembly]]. It is currently in Closed Beta phase since 24th of September, 2015.
+
<center>[[File:Arena banner.png‎]]</center>
 +
{{Total War}}
 +
[[Total War: Arena]] was a free-to-play, team-based, multiplayer real time strategy (RTS) and multiplayer online battle arena (MOBA) mix game by [[Creative Assembly]]. It was in Open Beta phase since 22nd of February, 2018, until it was closed a year later, on the same day.
  
For now it only runs on Windows.
+
It was developed by [[Creative Assembly]], published by [[Wargaming]], and both were in an Alliance called [http://wargamingalliance.com/en/total-war-arena Wargaming Alliance].
  
 
== General Information ==
 
== General Information ==
 
+
<!-- ====Player/Profile Level====  will put this, some time.. as there are rewards per lvl (including Gold!) and it goes up to 400 levels, not 100 apparently!  -->
 
===<u>Engine</u>===
 
===<u>Engine</u>===
  
The game engine is based on Rome II's, however the way it works is different.
+
The game engine is based on [[Total War: Rome II|Rome II]]'s, however it is heavily modified.
  
 
===<u>Gameplay</u>===
 
===<u>Gameplay</u>===
  
Total War: Arena is a new type of game for Total War, which is set in Antique Age, for now.  
+
Total War: Arena is a new type of game for [[Total War| Total War]], which is set in Antique Age.
 +
 
 +
It is a team vs team battle game where teams consist up to 10 players while each player has 3 units to control under the command of an iconic, historical commander. Battles are made on custom made, unique battle maps, where team play, strategies, and tactics have a bigger role than classic Total War games.
 +
 
 +
====Game Modes====
 +
 
 +
=====<u>Random Battles</u>=====
 +
 
 +
It is the main game mode of the Arena where both sides consist of 10 players. Players don't get to choose either Team mates or Opponents, though they can Party up to 4 players (4/4) and battle together against their opponents.
 +
 
 +
On a side note, players fight with an AI team until Tier 3. And, AI doesn't use any abilities/skills.
 +
 
 +
=====<u>Custom Battles</u>=====
  
It is a team vs team battle game where teams consist of 10 players while each player has 3 units to control under the command of a iconic, historical commander. Battles are made on custom made battle maps, where team play, strategies, and tactics have a bigger role than classic Total War games.
+
Title is self explanatory, but this is a mode where players can see and choose their Team mates and Opponents.
 +
For that, it is quite appropriate for Tournaments.
 +
 
 +
Custom battles allow up to 10 players per team but it doesn't enforce it, unlike the Random mode.
 +
 
 +
=====<u>Ranked Battles</u>=====
 +
 
 +
This was a WiP game mode which was tested as 5v5, with a limitation of 2 players per party and Tier 7 units.
 +
 
 +
Players would go up in Rank with a victory, and go down with a defeat, where Ranks were limited to 20 (but not as Players).
 +
 
 +
According to Devs, it would reward players with "Substantial" gains when released.
 +
 
 +
====Winning a Battle====
 +
 
 +
Winning a battle gives %20 bonus to all rewards and currently there are 3 ways to victory:
 +
*Killing all enemy units (Named as Annihilation)
 +
*Capturing the enemy base
 +
*Having higher Health percentage than the enemy at the end of the battle (which is 15 mins at max).
  
 
====Fog of War and Visibility====
 
====Fog of War and Visibility====
  
There is a FoW system in the game that limits the visibility range of both teams. It can be lowered by taking watch towers or moving units towards the boundaries of visibility range.
+
There is a real time FoW system in the game that limits the visibility range of both teams. It can be lowered by taking watch towers or moving units towards the boundaries of visibility range.
  
Each unit has its own visibility range bonus. Therefore more units will provide a better visibility.
+
Each unit has its own visibility range. Therefore more units will provide a better visibility.
  
However visibility range isn't permanent, so if all units leave an area, that area won't be inside of visibility range anymore.
+
However visibility isn't permanent, so if all units leave an area, that area won't be inside of visibility range anymore.
  
 
====Watch Towers====
 
====Watch Towers====
  
In every battle map there are few Watch towers that players can capture. They extend the visibility range of whole team, which makes them vital.
+
In almost every battle map there are few watch towers that players can capture. They extend the visibility range of whole team, which makes them vital.
  
 
====Terrain====
 
====Terrain====
Line 36: Line 68:
 
====Unit Types====
 
====Unit Types====
  
Just like in all Total War games there are melee, missile and artillery units.
+
Just like in all [[Total War Series| Total War games]]; there are melee, missile and artillery units, including ferocious Wardogs and terrifying Elephants.
 
And also every unit has its weight that causes some pros and cons.
 
And also every unit has its weight that causes some pros and cons.
  
 
For example while light units are the fastest, they won't be good at bracing and defending against higher weighted units.
 
For example while light units are the fastest, they won't be good at bracing and defending against higher weighted units.
 +
Of course the terrain type also has a say on these.
 +
<!-- Things are a bit more complicated than before to say this:  Currently there are 3 different weight types; light, medium and heavy. -->
  
Currently there are 3 different weight types; light, medium and heavy.
+
=====<u>Unit Size</u>=====
  
====Unit Size====
+
Each unit has up to 100 soldiers and the number varies from type to type but not limited to that. Meaning, even some same type of units might have different numbers.  <!--Some numbers have changed:  For example while melee infantries consist of 100 men, missile infantries consist of 80 men, and the cavalry 40. -->
  
Each unit has up to 100 men and the number varies from unit to unit. For example while melee infantries consist of 100 men, missile infantries consist of 80 men. On the other hand Roman and Greek cavalries consist of 40 men but Barbarian cavalries only have 32 men.
+
====Unit Tree and Progression System====
  
Unit weight has no effect on unit size.
+
There is an extensive unit tree tier progression for each faction, where you can unlock new equipments or new units by either unit or free experience. And the maximum unit tier is 10.
  
====Unit Tree and Progression System====
+
Apart from the progression system, there are a few units that can be bought with gold (the in-game currency) which are called "'''Premium units'''".
 +
They have some advantages such as getting %50 more resources from battles and not having any replenishment cost (silver), but they aren't stronger than regular units, in fact a bit weaker; though they don't need to unlock and improve equipment/s.
  
There is an extensive unit tree tier progression for each faction, where you can unlock new equipments or new units by either unit or commander experience. Maximum unit tier is 10.
+
Also as they aren't tied to the unit trees, they can't unlock any new units.
  
Apart from progression system, there are few units that can be bought with gold (the in-game currency) which are called Premium units.
+
====Unit Orders and Consumables====
They have some advantages as getting more resources from battles, but they are well balanced with other units, if not weaker. And as they aren't tied to unit tree, they can't unlock any new units.
 
  
====Unit Orders and Consumables====
+
Almost every unit has one or more unit orders that can be used when it's necessary. They are mostly active, but there are also some passive ones.
  
Almost every unit have one or more unit orders that can be used when it's necessary. They are mostly active abilities but there are also some passive ones.  
+
Apart from Unit orders, (starting from Tier 2) all units can get up to 2 different types of consumables per battle, which are bought via either silver or gold. And just like unit orders, some of them are active and some are passive.
  
Apart from Unit orders all units can get 2 different types of consumables per battle. Just like unit orders some of them are active and some are passive.
+
Also they can be deployable things like stakes, caltrops, tar (and barricades) which can hurt and/or slow down any unit passing by.
  
Also they can be deployable things like stakes, caltrops, tar (and barricades) which can hurt any unit pretty much.
+
====Commander Levels and Abilities====
  
====Commander Abilities====
+
Each commander has its own level and 3 unique abilities that have their own progression tree. Commanders gain experience just like Units -though the type is different- and use that experience to speed up the levelling process, and upgrade their abilities.
  
Each commander has 4 unique abilities, which also have their own progression system. So just like units; commanders, therefore their abilities gain experience and get better in time.
+
Commander levels are capped with 10 levels while Ability improvements go up to 5 levels.
Abilities capped with 10 level.
 
  
 
====Battle Rewards====
 
====Battle Rewards====
  
There are 3 things that players can get from battles: Unit experience, Commander experience and Silver.
+
There are 3 things that players can get from battles: Unit experience, Free experience (also known as Commander experience) and Silver.
 +
 
 +
Battle rewards depend on many things; although the player can get most of it from damaging the opponents; spotting, helping to team (morale boost etc) , capturing/decapturing, damaging the morale, blocking the missiles, spotting etc. don't go unrewarded.
 +
 
 +
Meanwhile "Friendly fire" costs some good amount of silver to the player who does it.
 +
<!-- Silver is used for xxx
 +
xp is for xxx etc.  Or should make a new section as "In-game currency"-->
  
Players can also get 100 gold (in-game currency) from the first daily victory of each commander as well as %100 bonus to other rewards.
+
=====<u>Bonuses</u>=====
  
Furthermore, if players have at least one different type of unit than other two, 'diversity' bonus will be activated, which will give %30 more unit xp to each unit after the battle.
+
Every day, there is a  %100 bonus to all rewards for the '''''first victory''''' of ''each'' commander. <!-- Gold per commander once per day you ask? Ha! Good ol' days! -->
 +
Also, any battle battle that was Won gives %20 more.
  
Battle rewards depend on many things; although player can get most of the rewards from damaging the other team's units, spotting, helping to team, capturing/decapturing, damaging the morale, blocking the missiles doesn't go unrewarded.
+
And, if the players have more than one unit type in their army, the '''''diversity''''' bonus will be activated, which will give %30 more unit xp to each unit, after the battle.  
  
Meanwhile "Friendly fire" costs some silver to the player that causes to it.
+
Furthermore, players also get %10 more Unit xp if they are in a party, which consists of 4 players at max.
Currently only missile & artillery units and pikes can cause to friendly fire.
 
  
 
====Premium====
 
====Premium====
  
Players can choose to purchase one of the temporary Premium packs with in-game gold to get %50 more resources (silver, commander xp, unit xp) from battles.
+
Players can choose to purchase one of the temporary Premium packs with gold to get %50 more resources (silver, free xp, unit xp) from battles.
  
 
Premium packs don't have anything to do with Premium units.
 
Premium packs don't have anything to do with Premium units.
  
 
====Events====
 
====Events====
 +
<!-- Maybe, could use a bit more update which https://totalwararena.com/en/news/events might help -->
  
Time to time Arena devs decide to make an event, it's sometimes in memory of an historical event or some gaming conference/event.
+
Every weekend (starting from Friday, and ending at Monday, as GMT) there is a Faction and Unit type specific events, that doubles the ''Daily Victory'' rewards.
Which mostly lasts 3 to 5 days.
+
This event type also come with various discounts to; required Xp to unlock the next unit/s, customization items, Commander (gold) costs and a Premium unit.
  
Event type differs, but mostly they are in-game bonuses like %200 rewards and 100 more gold for the first victory of each commander.  
+
Events also can be; in memory of an historical event, for some gaming conference/event or a celebration (like Anniversary), and so on.
Considering that they last at least 3 days, they are very profitable for the players.
+
These also lasts 3 to 5 days mostly.
  
Also during events, on social media pages of Arena there are Closed Beta key give aways as well as an in-game key for some big amount of gold and a premium unit.
+
Furthermore, during events (or ''streams''), on social media pages of Arena ([http://reddit.com/r/TotalWarArena <span style="color: black">Reddit</span>] , [http://twitch.tv/totalwararena <span style="color: black">Twitch</span>] , [http://www.youtube.com/channel/UCOdROJII3k54D9q_S5L5kuw <span style="color: black">YouTube</span>] , [http://facebook.com/TotalWarArena <span style="color: black">Facebook</span>] , [http://twitter.com/TotalWarArena <span style="color: black">Twitter</span>]) , there might be some [http://eu.wargaming.net/shop/redeem/key <span style="color: black">key give aways</span>]  for some gold, premium time and unit/s.
  
 
===<u>Factions</u>===
 
===<u>Factions</u>===
  
Currently there are 3 playable factions in the game.
+
There are 4 playable factions in the game.
  
*Roman Republic/Empire
+
*Rome (Republic and Empire)
 
*Greece (Hellenic)
 
*Greece (Hellenic)
 
*Barbarians
 
*Barbarians
 +
*Carthage
  
 
===<u>Commanders</u>===
 
===<u>Commanders</u>===
 
+
<!-- Need to start over to this.. 'Specialities' could be written -->
Currently there are 7 playable commanders is in the game, while there is one Work in Progress (WIP).
+
There are 14 playable commanders in the game.
 
 
TW: Arena Devs said that there will be more, they also said that there will be female commanders too.
 
  
 
====Roman====
 
====Roman====
  
:'''<u>Julius Caesar</u>'''
+
*Julius Caesar
  
:His abilities are designed to make him a supporter and engineer General.
+
*Germanicus
  
:'''<u>Germanicus</u>'''
+
*Scipio Africanus
  
:His abilities are designed to make him a heavy assault General.
+
*Sulla
  
:'''<u>Scipio Africanus</u>'''
+
====Greek (Hellenic)====
  
:His abilities are designed to make him a cavalry assault General.
+
*Alexander the Great
  
====Greek====
+
*Leonidas
  
:'''<u>Alexander the Great</u>'''
+
*Miltiades
  
:His abilities are designed to make him a cavalry assault General.
+
*Cynane
  
:'''<u>Leonidas</u>'''
+
====Barbarian====
  
:His abilities are designed to make him a heavy defensive General.
+
*Arminius
  
:'''<u>Miltiades</u>'''
+
*Vercingetorix
  
:His abilities are designed to make him a disrupter assault General.
+
*Boudica
  
====Barbarian====
+
*Ambiorix
 
 
:'''<u>Arminius</u>'''
 
  
:His abilities are designed to make him a scouter assault General.
+
====Carthaginian====
  
:'''<u>Vercingetorix</u> (WIP)'''
+
*Hannibal
  
:To be decided.
+
*Hasdrubal
  
 
===<u>Maps</u>===
 
===<u>Maps</u>===
  
Currently there are 6 maps in the game. And there will be more in future.
+
There are 13 maps in the game.
  
Battle map is chosen randomly by the game.
+
Battle map is randomly chosen by the game. However, not all of them are available to everyone, as some of them are more complicated and advanced than others; therefore they require player to bring higher Tier units to the Matchmaking queue.
  
*Thermopylae
+
*Thermopylae  
 
*Marathon
 
*Marathon
 
*Salernum
 
*Salernum
Line 162: Line 199:
 
*Rubicon
 
*Rubicon
 
*Alpis Graia
 
*Alpis Graia
 +
*Gergovia
 +
*Hadrian's Wall
 +
*Capitoline Hill
 +
*Passage of Augustus
 +
*Teutoburg Forest
 +
*Oasis
 +
*Capua
 +
 +
== System Requirements ==
  
== Downloadable Content ==
+
Minimum:
  
There isn't any DLC confirmed yet.
+
*'''OS:''' Windows 7
 +
*'''Processor:''' Intel Core i3-550 or AMD Phenom II x4 945
 +
*'''Memory:''' 2 GB RAM
 +
*'''Graphics:''' ATI Radeon HD 5750 or Nvidia GeForce GTS 450
 +
*'''DirectX®:''' Version 9.0c
 +
*'''Hard Drive:''' About 10 GB HD space
 +
*'''Internet Connection Speed:''' 256 Kbps
  
== System Requirements ==
+
Recommended:
  
To be decided.
+
*'''OS:''' Windows 7+ 64-bit
 +
*'''Processor:''' Intel Core i3-2120 @3.30 GHz or equivalent
 +
*'''Memory:''' 4GB RAM
 +
*'''Graphics:''' AMD Radeon HD 6870 or Nvidia GeForce GTX 560
 +
*'''DirectX®:''' Version 9.0c
 +
*'''Hard Drive:''' About 10 GB HD space
  
 
== External Links ==
 
== External Links ==
 +
*[http://twcenter.net/forums/forumdisplay.php?2131-Total-War-Arena Discuss Total War: Arena on TWC]
 +
*[http://totalwararena.com Official Total War: Arena page]
 +
*[http://totalwararena.com/en/news/patch-notes Patch Notes]
 +
*[http://wargaming.net Wargaming Official page]
 +
*[http://wiki.wargaming.net/en/Total_War_Arena Wargaming Arena Wiki]
 +
 +
 +
[[Category:Total War Series]]

Latest revision as of 15:52, 23 February 2019

Arena banner.png
Total War Series
Total War Series main article

Total War: Pharaoh

Total War Saga: Troy

Total War: Three Kingdoms - Portal

Total War Saga: Thrones of Britannia

Total War: Warhammer - Portal

Total War: Attila

Total War: Rome II - Portal

Total War: Shogun 2 - Portal

Napoleon: Total War

Empire: Total War

Medieval II: Total War - Portal

Rome: Total War & Remastered Portal

Medieval: Total War

Shogun: Total War


Total War: Arena was a free-to-play, team-based, multiplayer real time strategy (RTS) and multiplayer online battle arena (MOBA) mix game by Creative Assembly. It was in Open Beta phase since 22nd of February, 2018, until it was closed a year later, on the same day.

It was developed by Creative Assembly, published by Wargaming, and both were in an Alliance called Wargaming Alliance.

General Information

Engine

The game engine is based on Rome II's, however it is heavily modified.

Gameplay

Total War: Arena is a new type of game for Total War, which is set in Antique Age.

It is a team vs team battle game where teams consist up to 10 players while each player has 3 units to control under the command of an iconic, historical commander. Battles are made on custom made, unique battle maps, where team play, strategies, and tactics have a bigger role than classic Total War games.

Game Modes

Random Battles

It is the main game mode of the Arena where both sides consist of 10 players. Players don't get to choose either Team mates or Opponents, though they can Party up to 4 players (4/4) and battle together against their opponents.

On a side note, players fight with an AI team until Tier 3. And, AI doesn't use any abilities/skills.

Custom Battles

Title is self explanatory, but this is a mode where players can see and choose their Team mates and Opponents. For that, it is quite appropriate for Tournaments.

Custom battles allow up to 10 players per team but it doesn't enforce it, unlike the Random mode.

Ranked Battles

This was a WiP game mode which was tested as 5v5, with a limitation of 2 players per party and Tier 7 units.

Players would go up in Rank with a victory, and go down with a defeat, where Ranks were limited to 20 (but not as Players).

According to Devs, it would reward players with "Substantial" gains when released.

Winning a Battle

Winning a battle gives %20 bonus to all rewards and currently there are 3 ways to victory:

  • Killing all enemy units (Named as Annihilation)
  • Capturing the enemy base
  • Having higher Health percentage than the enemy at the end of the battle (which is 15 mins at max).

Fog of War and Visibility

There is a real time FoW system in the game that limits the visibility range of both teams. It can be lowered by taking watch towers or moving units towards the boundaries of visibility range.

Each unit has its own visibility range. Therefore more units will provide a better visibility.

However visibility isn't permanent, so if all units leave an area, that area won't be inside of visibility range anymore.

Watch Towers

In almost every battle map there are few watch towers that players can capture. They extend the visibility range of whole team, which makes them vital.

Terrain

There are many terrain types in Arena, as well as their effects. Also these effects differ from unit to unit. For example forests are friendly to light units, but they aren't friendly to heavy units.

Terrains don't only have effects for unit stats, they have effects for visibility range too. For example a large grass field can lower it by much while an open field doesn't effect it, at all.

Unit Types

Just like in all Total War games; there are melee, missile and artillery units, including ferocious Wardogs and terrifying Elephants. And also every unit has its weight that causes some pros and cons.

For example while light units are the fastest, they won't be good at bracing and defending against higher weighted units. Of course the terrain type also has a say on these.

Unit Size

Each unit has up to 100 soldiers and the number varies from type to type but not limited to that. Meaning, even some same type of units might have different numbers.

Unit Tree and Progression System

There is an extensive unit tree tier progression for each faction, where you can unlock new equipments or new units by either unit or free experience. And the maximum unit tier is 10.

Apart from the progression system, there are a few units that can be bought with gold (the in-game currency) which are called "Premium units". They have some advantages such as getting %50 more resources from battles and not having any replenishment cost (silver), but they aren't stronger than regular units, in fact a bit weaker; though they don't need to unlock and improve equipment/s.

Also as they aren't tied to the unit trees, they can't unlock any new units.

Unit Orders and Consumables

Almost every unit has one or more unit orders that can be used when it's necessary. They are mostly active, but there are also some passive ones.

Apart from Unit orders, (starting from Tier 2) all units can get up to 2 different types of consumables per battle, which are bought via either silver or gold. And just like unit orders, some of them are active and some are passive.

Also they can be deployable things like stakes, caltrops, tar (and barricades) which can hurt and/or slow down any unit passing by.

Commander Levels and Abilities

Each commander has its own level and 3 unique abilities that have their own progression tree. Commanders gain experience just like Units -though the type is different- and use that experience to speed up the levelling process, and upgrade their abilities.

Commander levels are capped with 10 levels while Ability improvements go up to 5 levels.

Battle Rewards

There are 3 things that players can get from battles: Unit experience, Free experience (also known as Commander experience) and Silver.

Battle rewards depend on many things; although the player can get most of it from damaging the opponents; spotting, helping to team (morale boost etc) , capturing/decapturing, damaging the morale, blocking the missiles, spotting etc. don't go unrewarded.

Meanwhile "Friendly fire" costs some good amount of silver to the player who does it.

Bonuses

Every day, there is a %100 bonus to all rewards for the first victory of each commander. Also, any battle battle that was Won gives %20 more.

And, if the players have more than one unit type in their army, the diversity bonus will be activated, which will give %30 more unit xp to each unit, after the battle.

Furthermore, players also get %10 more Unit xp if they are in a party, which consists of 4 players at max.

Premium

Players can choose to purchase one of the temporary Premium packs with gold to get %50 more resources (silver, free xp, unit xp) from battles.

Premium packs don't have anything to do with Premium units.

Events

Every weekend (starting from Friday, and ending at Monday, as GMT) there is a Faction and Unit type specific events, that doubles the Daily Victory rewards. This event type also come with various discounts to; required Xp to unlock the next unit/s, customization items, Commander (gold) costs and a Premium unit.

Events also can be; in memory of an historical event, for some gaming conference/event or a celebration (like Anniversary), and so on. These also lasts 3 to 5 days mostly.

Furthermore, during events (or streams), on social media pages of Arena (Reddit , Twitch , YouTube , Facebook , Twitter) , there might be some key give aways for some gold, premium time and unit/s.

Factions

There are 4 playable factions in the game.

  • Rome (Republic and Empire)
  • Greece (Hellenic)
  • Barbarians
  • Carthage

Commanders

There are 14 playable commanders in the game.

Roman

  • Julius Caesar
  • Germanicus
  • Scipio Africanus
  • Sulla

Greek (Hellenic)

  • Alexander the Great
  • Leonidas
  • Miltiades
  • Cynane

Barbarian

  • Arminius
  • Vercingetorix
  • Boudica
  • Ambiorix

Carthaginian

  • Hannibal
  • Hasdrubal

Maps

There are 13 maps in the game.

Battle map is randomly chosen by the game. However, not all of them are available to everyone, as some of them are more complicated and advanced than others; therefore they require player to bring higher Tier units to the Matchmaking queue.

  • Thermopylae
  • Marathon
  • Salernum
  • Germania
  • Rubicon
  • Alpis Graia
  • Gergovia
  • Hadrian's Wall
  • Capitoline Hill
  • Passage of Augustus
  • Teutoburg Forest
  • Oasis
  • Capua

System Requirements

Minimum:

  • OS: Windows 7
  • Processor: Intel Core i3-550 or AMD Phenom II x4 945
  • Memory: 2 GB RAM
  • Graphics: ATI Radeon HD 5750 or Nvidia GeForce GTS 450
  • DirectX®: Version 9.0c
  • Hard Drive: About 10 GB HD space
  • Internet Connection Speed: 256 Kbps

Recommended:

  • OS: Windows 7+ 64-bit
  • Processor: Intel Core i3-2120 @3.30 GHz or equivalent
  • Memory: 4GB RAM
  • Graphics: AMD Radeon HD 6870 or Nvidia GeForce GTX 560
  • DirectX®: Version 9.0c
  • Hard Drive: About 10 GB HD space

External Links