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Fall of Rome (Civ5)

Fall of Rome image

The Fall of Rome scenario is included in the Gods & Kings expansion for Civilization V. It is a Classical attack/defense scenario where you must "Play as either Eastern Rome or Western Rome trying to fend off the barbarians, or as one of the barbarians themselves."

Scenario Description[]

The Roman Empire, now split into West and East, has ruled the known world for nearly a millennium. But in this 4th century AD, the empire's borders are being overrun by barbarian leaders carving out their own kingdoms as Rome's might falters. Meanwhile, a great storm gathers to the northeast as Attila and his Huns begin an overpowering wave of pillage and conquest. Choose your side, gather your courage, and fight to decide the next thousand years of history.

Gameplay[]

All of the civilizations are locked into war with each other, save Western Rome (the Romans) and Eastern Rome (the Byzantines), who are on a team together. The diplomacy screens are thus unavailable (as opposed to the 1066: Year of Viking Destiny scenario, where diplomacy screens can still be accessed, but are basically useless). There are three social policy trees - "Roman," "Persian," and "Barbarian" - each of which is only available to select civilizations. Western and Eastern Rome have the Roman policy tree, the Sassanids have the Persian policy tree, and the other five have the Barbarian policy tree.

The policies in the Roman policy tree only have negative effects, so as both Roman empires advance, they go further into decay. In addition, for each city the Western and Eastern Romans lose, they gain more Culture Culture, causing their empires to go even further into decay, and it is impossible for either of them to sell buildings to reduce Culture Culture, increase income, or reclaim precious money from a city that is about to be lost to enemies.

In the scenario, the purpose is to have the highest number of Victory Points when the time runs out. Victory Points can only be acquired in this scenario through control of imperial cities (cities that initially belonged to Western and Eastern Rome or the Sassanids) for Western Rome, Eastern Rome and the Sassanids, while other civilizations gain Victory Points by capturing these same imperial cities; each turn, the three empires will be rewarded with Victory Points based on how many imperial cities they control at the end of the turn. Western and Eastern Rome have an advantage in this arena, starting with an incredible number of imperial cities to begin with, but they come under attack from all directions almost immediately and do not have enough soldiers to properly defend against all the invading Barbarians and Persians. The Sassanids start smaller, but they get more Victory Points from each city, don't suffer the penalties the Romans do, and have only a few enemies in the beginning. Barbarians earn Victory Points and Culture Culture from capturing imperial cities; they get the points upon capture and it does not matter whether they choose to keep the city or raze it. The bigger a city is, the more points a Barbarian civ gains when capturing it. Barbarians also get extra 20xHappiness5 Happiness and free unit maintenance cost.

The scenario is purely military, and as such disables diplomacy, science, religion, and espionage.

Civilizations[]

There are eight playable civilizations in this scenario:

Units[]

Great People[]

Buildings[]

Social policies[]

There are three policy trees in this scenario. The Roman tree is available to Western Rome and Eastern Rome. The Persian tree is available to the Sassanids. The Barbarian tree is available to the Celts, Franks, Goths, Huns, and Vandals.

Roman[]

Roman Atrophy reflects the fading glory of the Roman empire and how its society unravels as time passes.

The Roman empires start with Roman Heritage, which provides +1 20xHappiness5 Happiness for each City you own 20xCityConnection5 connected to the Capital Capital and -5% Unhappiness (Civ5) Unhappiness from Citizen Citizens in non-occupied Cities.

When a barbarian enemy captures your city, you will gain 20 Culture Culture.

Policy Effect Requirements
Barbarian Conscription (Civ5) Barbarian Conscription -10% Melee strength Combat Strength.
Rise of Serfdom (Civ5) Rise of Serfdom Cities with Walls suffer -2 Production Production.
Neglected Infrastructure (Civ5) Neglected Infrastructure Gold Gold from city connections reduced by 50%.
Usurper General (Civ5) Usurper General +1 Culture Culture for each Barracks and a hostile army appears outside one of your non-capital cities. Barbarian Conscription
Popular Ennui (Civ5) Popular Ennui -1 20xHappiness5 Happiness from each luxury resource. Rise of Serfdom
Coin Debasement (Civ5) Coin Debasement +10% unit maintenance cost. Neglected Infrastructure
Dark Age (Civ5) Dark Age -20 20xHappiness5 Happiness. Usurper General, Popular Ennui and Coin Debasement

Persian[]

Sassanid Legacy shines through the continuing greatness of Persia. The Sassanids have a large starting army, few barbarian invaders, and the desire to finish the centuries-long conflict with Rome.

Adopting all policies in the Sassanid tree will convert all future Culture Culture into Gold Gold at a rate of 3 to 1.

Policy Effect Requirements
Pahlavi Literature (Civ5) Pahlavi Literature +1 Culture Culture per city.
Sacred Fire (Civ5) Sacred Fire +1 20xHappiness5 Happiness per city.
Trade Unions (Civ5) Mercantilism +2 Gold Gold per city. Great People born 25% faster.
Shahnama (Civ5) Shahnama Starts a Golden Age Golden Age and a Great Engineer appears outside the Capital Capital. Pahlavi Literature and Sacred Fire
Standing Army (Civ5) Standing Army +2 Production Production per Barracks. Sacred Fire and Mercantilism
Silk Road (Civ5) Silk Road +1 Gold Gold for each trading post. Golden Age Golden Ages last 50% longer. Mercantilism

Barbarian[]

Barbarian Zeal gives the outsiders hope that they can capture and claim some of Rome's immense glory for themselves.

The barbarian kingdoms have a bonus +20 20xHappiness5 Happiness. Receive 15 Culture Culture as plunder for each point of Culture Culture produced in the captured city. They do not have to pay unit maintenance.

Adopting all policies in the Barbarian tree will convert all future Culture Culture into Gold Gold at a rate of 3 to 1.

Policy Effect Requirements
Willing Recruits (Civ5) Willing Recruits +50% Production Production when training combat units.
Native Coercion (Civ5) Native Coercion Build Courthouses 150% faster.
Wily Veterans (Civ5) Wily Veterans Military Units gain 100% more Experience from combat. Willing Recruits
Tribal Bloom (Civ5) Tribal Bloom +5 Production Production in every City. Native Coercion
Destiny's Army (Civ5) Destiny's Army +50% Melee strength combat strength for military Units which have another military Unit in an adjacent tile. Wily Veterans
Kingdom Come (Civ5) Kingdom Come +2 Food Food, Production Production, Gold Gold, and Culture Culture per city. Tribal Bloom

Related achievements[]

Double KO
Double KO
Capture both Rome and Constantinople in the same game in the Fall of Rome scenario.
Et tu, Brute
Et tu, Brute
Win the Fall of Rome scenario.
Dying words of the title character in Shakespeare's Julius Caesar.
I Missed That Day in History Class
I Missed That Day in History Class
Capture any Sassanid city as the Celts in the Fall of Rome scenario.
I Sunk Your Imperial Capital!
I Sunk Your Imperial Capital!
Capture Rome as the Vandals using a boat in the Fall of Rome scenario.
Pax Romana Aeternum
Pax Romana Aeternum
Win the game as Eastern or Western Rome on Deity and have all your original cities under your control in the Fall of Rome scenario.
Turks Shmurks!
Turks Shmurks!
Capture Constantinople as any enemy power in the Fall of Rome scenario.

See also[]

Civilization V Scenarios [edit]
1 Requires a DLC

GodsKings5 clear Added in the Gods & Kings expansion pack.
BNW-only Added in the Brave New World expansion pack.

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