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

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.