Jon Shafer’s At the Gates – Tribes and Unique Abilities

Playable Tribes in Jon Shafer’s At the Gates. 

Playable Factions

All credit goes to Lord Bitrex!

To unlock a new Faction you must either from an Alliance with its leader or conquer its capital while paying as a different Faction.

Jon Shafer's At the Gates - Tribes and Unique Abilities

  • The Goths (Alaric): Starts with 15 food and 100 Treasure (default is 10 and 40) 
  • The Huns (Attila): Can Train Horse Archers, and starts the game with one. Cannot own Structures. 
  • The Vandals (Genseric): Receives gifts of Food or treasure from Rome every coule years. Locked in a permanent Alliance with all Roman Factions. 
  • The Alemanni (Krokus): All Clans will have at least one positive Trait and nofuly negative traits. -50% Fame. 
  • The Picts (Drest): Starts the game with 8 Clans (default is 3) 
  • The Lombards (Alboin): Starts the game with all Resource Deposits Identified. Unable to train any Clans in Foraging Profssions. 
  • The Franks (Clovis): +1 Mood bonus for all Clans. Permanently at war with all Factions which don’t foow the ‘Nicene Christianity’ Religion. 
  • The Slavs (Samo): Units no longer require Supply exept when inside another Faction’s Borders. 
  • The Saxons (Cerdic): Starts the game next to the ocean with a free galley. Bonuses provided by Deserted locations doubled. 
  • The Avars (Bayan): +1 Move Point for all Units. Can Train Horse Archers. All Units require 1 additional Supply.
Volodymyr Azimoff
About Volodymyr Azimoff 13949 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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