Campaign Walkthroughs
Every playable faction starts from a different geopolitical reality. Below are the
actual starting regions from our researched dataset, the historical
victory goal, and a one-line strategic priority for each. Full province detail lives on
the campaigns map.
France (Base game (Campaigns of 1805/1813))
Culture: European · Religion: Catholic ·
Starting regions: 14
Starts with: Paris, France, Brussels, Flanders and Wallonia, Reims, Picardie-Champagne, Marseille, Provence, Torino, Piedmont-Liguria, Strasbourg, Alsace-Lorraine, Ajaccio, Corsica, Hannover, Hannover, Rennes, Bretagne, Bordeaux, Aquitaine, Caen, Normandie, Toulouse, Pays d'Oc, Nice, Alpes Maritimes, Alexandria, Western Delta.
Priority The largest starting territory and the finest line infantry. Push east into the German states and Italy early; your numbers let you fight on two fronts.
Open the France faction page →
Great Britain (Base game (Campaigns of 1805/1813))
Culture: European · Religion: Protestant ·
Starting regions: 5
Starts with: London, England, Cardiff, Wales, Dublin, Ireland, Edinburgh, Scotland, Gibraltar, Gibraltar.
Historical victory: Capture and hold 20 regions, including the regions shown.
World domination: Capture and hold 60 regions, including the regions shown.
Priority An island stronghold with the best navy. Secure trade, build a continental army, and land it where the enemy is weakest — you are rarely invaded at home.
Open the Great Britain faction page →
Austria (Base game (Campaigns of 1805/1813))
Culture: European · Religion: Catholic ·
Starting regions: 7
Starts with: Austria, Bohemia, Croatia, Galicia, Hungary, Transylvania, Tyrol.
Historical victory: Capture and hold 25 regions, including the regions shown.
World domination: Capture and hold 60 regions, including the regions shown.
Priority Surrounded by rivals on every border. Fortify Vienna, hold the Italian and German approaches, and pick your wars one at a time.
Open the Austria faction page →
Prussia (Base game (Campaigns of 1805/1813))
Culture: European · Religion: Protestant ·
Starting regions: 6
Starts with: Berlin, Brandenburg, Stettin, Pommerania, Breslau, Silesia, Danzig, West Prussia, Königsberg, East Prussia, Warsaw, Greater Poland.
Historical victory: Capture and hold 25 regions, including the regions shown.
World domination: Capture and hold 60 regions, including the regions shown.
Priority Small but elite. Your cavalry and infantry are superb — use quality over quantity and strike fast before coalitions form against you.
Open the Prussia faction page →
Russia (Base game (Campaigns of 1805/1813))
Culture: European · Religion: Orthodox ·
Starting regions: 10
Starts with: Moscow, Moscow Guberniya, Mitau, Courland, Riga, Estonia & Livonia, Vilnius, Lithuania, Minsk, Belarus, Kamenets Podolsky, Volhynia & Podolia, St. Petersburg, Ingria, Odessa, Little Tatary, Novgorod, Novgorod Guberniya, Kiev, Kiev Guberniya.
Historical victory: Capture and hold 25 regions, including the regions shown.
World domination: Capture and hold 60 regions, including the regions shown.
Priority Vast, rich in manpower, and able to trade space for time. Let invaders exhaust themselves in the winter, then counterattack.
Open the Russia faction page →
Spain (Peninsular Campaign)
Culture: European · Religion: ·
Starting regions: 5
Starts with: Sevilla, Seville, Madrid, Spain, Balearic Isles, Spain, Catalonia, Spain, Navarra, Spain.
Priority Fragile and contested. Defend the peninsula, build a navy to project power, and expand into France or the Mediterranean when safe.
Open the Spain faction page →
French Republic (Empire Campaign (The Eagle))
Culture: European · Religion: Catholic ·
Starting regions: 0
Starts with: see faction page for province list.
Priority The Empire campaign start — France at its zenith. You begin dominant; the challenge is holding the grand empire together against the world.
Open the French Republic faction page →
General campaign principles
- Secure income before expansion. A capped region pays for the next war.
- One front at a time. Coalitions punish split armies.
- Navies open second fronts. Whoever controls the sea chooses where to land.
- Research compounds. Early military/economic tech pays back every later turn.
For the battle side of winning those wars, see the tactics guide;
for ranked unit picks, the tier list.
Campaign Walkthroughs
Every playable faction in Napoleon: Total War starts from a different
geopolitical reality. Below are the actual starting regions drawn from our
researched dataset, the historical victory goal each nation is given, and a
one-line strategic priority to keep in mind as you expand.
The general principles that hold across every campaign are the same. Secure your
income before you expand: a capped, taxable region pays for the next war.
Fight on one front at a time, because coalitions punish split armies. Remember
that navies open second fronts — whoever controls the sea gets to choose where
to land. And never forget that research compounds: early investment in the
military and economic tech trees pays back on every later turn.
For the battle side of winning those wars, the tactics guide breaks down how the
engine actually rewards you, and the tier list ranks the individual units you
will be recruiting.
France — the protagonist campaign
France is the natural first campaign and the one the game is built around. You
begin with the largest contiguous territory in Europe and the iconic Grande
Armee roster, plus a string of satellite states and a strong starting economy.
Your historical victory condition is to dominate the continent, which means
managing a wide ring of frontiers against Austria to the east, Prussia to the
northeast, and the coalition that forms against you. The priority is to secure
the Rhineland and Italy early, then choose between knocking out Austria or
Prussia first while using your superior line infantry and artillery to win set-
piece battles. France also has the unique Napoleonic Code tech that boosts public
order, which softens the unrest of conquered regions.
Great Britain — the maritime fortress
Great Britain starts safe behind the Channel with the best navy in the game and a
global trade network. The challenge is continental: you must land armies across
the sea to influence Europe, which makes naval supremacy and transport capacity
your first investments. The priority is to protect your trade routes, build a
fleet that no rival can challenge, and use amphibious landings to support
allies or seize key ports. Britain’s armies are excellent but expensive, so you
win by choosing where and when to fight rather than by occupying everything.
Austria — the central bulwark
Austria begins surrounded by potential enemies and carries the burden of holding
the Danube basin against French, Prussian and Russian pressure. Your economy is
solid but your starting position is exposed on multiple fronts. The priority is
to make peace on one side quickly, fortify the Alpine approaches, and use your
reliable, numerous line infantry to grind defensive victories before going on
the offensive. Austria rewards patient, economic play more than rapid conquest.
Prussia — the professional army
Prussia starts compact and militarised, with superb infantry and a tradition of
discipline. The catch is a small territory and dangerous neighbours on every
side. The priority is to strike fast and decisively before coalitions encircle
you, using your elite line troops to win battles you cannot afford to lose by
attrition. Prussia is the faction for players who enjoy clean, aggressive
warfare and are comfortable with a narrower margin for error.
Russia — the endless frontier
Russia begins vast and resource-rich but stretched, with long supply lines and a
harsh climate working in your favour on the defensive. The priority is to trade
space for time, let invaders exhaust themselves, and counterattack with your
cavalry once they are deep in your territory. Russia’s late-game army and
enormous manpower make a defensive-then-aggressive plan the strongest path.
The Peninsular Campaign (DLC)
The Peninsular Campaign is a separate 1811 to 1814 theatre bundled in the
Definitive Edition. You play France, Great Britain or Spain across thirty-two
new regions, with guerrilla warfare and the new Priests, Provocateurs and
Guerrilleros agents. The priority here is political as much as military: holding
conquered regions depends on winning the propaganda war, because Spanish
guerrillas bleed occupying armies through attrition. It is the most asymmetric
and diplomatically intricate campaign in the game.
Conquest priorities that never change
Regardless of faction, a few rules keep you alive. Cap your home regions and
build their economies before marching out. Keep one strong field army rather
than several weak ones. Use alliances and non-aggression pacts to freeze a front
while you fight elsewhere. And always leave a garrison in frontier cities,
because in Napoleon a single weak holding invites a walkover.
How to use the data
The faction table above is generated from our researched dataset, showing each
nation’s starting regions, unit composition and the historical goal assigned to
it. Pair it with the unit database to see exactly what you can recruit from turn
one, and with the agent guide to understand the spies and gentlemen who shape
your campaign behind the lines. With income secured and a plan for your single
active front, every faction is winnable.
The mid-game: the coalition problem
Around the point where you become the largest power, the AI stops fighting you one
at a time and starts forming coalitions. This is the moment most campaigns are won
or lost. The counter is diplomatic discipline: keep at least one major power
neutral or allied so the coalition never includes everyone, and avoid declaring war
on a faction whose elimination would alarm the rest. When a coalition does form,
fight it the same way you fought everything else — one front at a time — but be
willing to sue for peace with the weakest member to break the alliance before it
fully mobilises.
Closing out the victory
The end-game is about converting a military lead into the victory condition. For
region goals, that means mopping up the last holdout provinces, often on a
distant front, while your economy funds the garrison network to hold them. For
conquest goals, it means hunting the last enemy armies rather than their territory.
The mistake is to over-expand in the end-game and trigger endless rebellions in
provinces you cannot garrison. Cap what you can hold, convert the rest into
satellites or raze what you do not need, and let the victory timer or elimination
condition close the campaign on your terms.