News

Total War: Medieval III’s First Factions Point To A Wilder, More Asymmetrical Campaign

Total War: Medieval III’s First Factions Point To A Wilder, More Asymmetrical Campaign
Night Owl
Night Owl
Published
6/26/2026
Read Time
5 min

Creative Assembly has confirmed the first starting factions for Total War: Medieval III and opened voting on the rest. Here is what the revealed line‑up tells us about the studio’s new approach to faction selection and how varied the launch campaign is likely to feel.

The confirmed starting factions so far

Creative Assembly has finally put names to some of the banners on Total War: Medieval III’s grand campaign map. Across the official blogs and recent coverage, they split the launch roster into broad archetypes and then highlight specific realms that will definitely be playable from day one.

On the western side of the map you have the familiar feudal giants. England and France are essentially locked in as launch factions, sitting on opposite sides of the Channel with the ingredients for a long Anglo‑French rivalry. The Holy Roman Empire is framed as a sprawling but internally fragile “realm of princes,” designed to give players a very different take on power management compared with the more centralized western kingdoms.

Further east and south the focus shifts to what CA describes as emerging empires and frontier states. Hungary and Poland are both name‑checked as expanding Christian powers pushing into pagan and steppe territories. In the eastern Mediterranean and the Islamic world, the likes of the Fatimid‑successor states and the Seljuk successor polities are singled out as launch candidates, anchoring the Crusades and jihad systems the team keeps hinting at.

Layered between these are the schemers and survivors: smaller realms and city‑states in Italy and the Balkans, as well as powers on the Iberian frontier. Here CA talks about using places like Venice or the Almoravid / Almohad line to represent trade‑rich but militarily precarious starts, where diplomacy, espionage, and money have to do the work that sheer manpower cannot.

The precise final roster is still being shaped, but across these categories Creative Assembly has confirmed enough names and regions that we can start to picture how the launch map will play, even before the community vote locks in the remaining slots.

How Creative Assembly is picking factions this time

What really stands out in both the official blog and the interviews is that Creative Assembly is clearly reacting to long‑running complaints about how samey Total War launch rosters can feel. Rather than ticking off a list of the biggest medieval names and then back‑filling with near‑clones, the team is structuring Medieval III around contrasting campaign fantasies.

First, they are prioritizing distinctive strategic positions over simple fame. The HRE is not just “big Germany,” it is a test bed for internal politics, elective monarchy, and vassal management. Iberian and North African realms are framed around religious frontiers and reconquest. Italian and Greek states lean into trade, naval reach, and diplomacy. The idea is that two Catholic kingdoms sitting a few provinces apart should still play very differently at the systems level.

Second, CA is openly building the roster in public. The new survey and in‑client voting ask players to choose which factions should claim the remaining launch slots from a curated shortlist. The studio still decides the pool, to keep mechanical coverage and historical balance, but it is letting players effectively rank which stories they most want to play first. It is a halfway house between pure fan service and a coldly designer‑driven line‑up.

Third, the team keeps talking about “campaign archetypes.” Instead of thinking in terms of “more Europeans” or “more Muslims,” they are framing each new faction as a different kind of challenge: a crusader state hanging on by a thread, a steppe horde that explodes onto the map, a coastal republic that wins through trade and mercenaries, or a landlocked kingdom wedged between stronger neighbors. That language suggests future DLC will be about filling missing archetypes and regions rather than just adding the next famous banner.

All of this marks a shift from Medieval II’s fairly broad but mechanically similar roster to something closer to Three Kingdoms or Warhammer, where who you play does more than just change your flag and a couple of unit names.

What the reveals tell us about launch campaign variety

Put together, the announced factions and the way CA talks about them paint a picture of a much more asymmetrical launch campaign than older historical Totals War games managed.

At one end of the spectrum you have the classic power fantasies. England, France, and the Holy Roman Empire offer that familiar curve of consolidation, snowball, and late‑game empire management. These are the campaigns for players who want big, combined‑arms stacks, straightforward expansion goals, and the chance to redraw the map of Europe in their colors.

Pushing outward from that core are the frontier empires. Poland and Hungary, or their equivalents on the final roster, are all about dealing with pressure from multiple religious blocs and cultural zones at once. Their campaigns look like balancing acts between expansion to the east, defense against larger Catholic neighbors, and the constant threat of steppe incursions. From a design angle, they create natural flashpoints on the map, ensuring that no single power can snowball uncontested.

Along the southern and eastern edges sit the Islamic powers that hold the keys to the Crusades system. These factions are positioned both as antagonists and as rich campaigns in their own right, with access to different military rosters, economic structures, and diplomatic options. If CA follows through on its talk of deeper religious and cultural systems, these starts should feel fundamentally different from a western kingdom trying to push into the Levant.

Then there are the schemers in the middle. A Venetian or other Italian start promises a slower, more intricate experience, focused on trade zones, naval dominance in the Mediterranean, and proxy conflicts via mercenaries and client states. Here you are rich but not secure, and your campaign is likely to be about manipulating alliances and controlling chokepoints instead of painting the whole map.

The most important thing about this spread is that it naturally creates different campaign rhythms. Some factions will explode early and then struggle to manage what they have taken. Others will turtle behind strong defenses and only emerge in the mid game. A few will live permanently on the edge, one bad war away from collapse. That variety is exactly what fans have been asking for after Warhammer III’s patch cycle and Pharaoh’s reception.

The role of the community vote

The playable‑faction survey is not just a marketing beat; it is a practical tool for fine‑tuning this mix. CA has openly said that the final launch roster is capped, so every new faction that goes in displaces another candidate to DLC or a later update. By asking players to vote, the studio can see whether the community wants more “comfortable” starts or is ready for weirder, more challenging campaigns from day one.

If the vote heavily favors the usual suspects, launch Medieval III could lean toward a safer, Euro‑centric line‑up, with more experimental factions held back for expansions. If, on the other hand, there is strong support for things like steppe confederations, Crusader states, or underdog principalities, the base game might ship with a surprisingly spicy roster where only a minority of factions offer that old‑school, straightforward power fantasy.

Either way, the system gives CA cover to take at least a few risks. They can point to the data when explaining why, say, a Balkan or Caucasian state made the cut over yet another western kingdom. For players, it means that voicing a preference now has a concrete chance of shaping how diverse the campaign feels at release.

What to expect from Medieval III at launch

Reading between the lines of the confirmed factions and CA’s design talk, Medieval III’s campaign is shaping up to be more about navigating overlapping pressures than calmly working through a conquer‑your‑neighbors checklist. There will still be room for that classic Total War loop if you pick one of the big western powers, but the roster is clearly being curated to encourage experimentation.

Expect at least one faction built around feudal micromanagement and internal politics, a couple of frontier realms forced to juggle multiple enemy types and faiths, one or two trade‑heavy minors that live or die by diplomacy, and a set of eastern and southern powers that make the Crusades system feel like more than a one‑way invasion.

In short, the factions Creative Assembly has already staked out suggest that Medieval III’s launch campaign will be less about picking your favorite coat of arms and more about picking the kind of story you want to tell. If the voting process lands on the bolder side of the options, this could be the most varied historical Total War sandbox the series has shipped with on day one.

Share: