Civ 5 Fall Of Rome Scenario !LINK!
The Fall of Rome Scenario for Civilization 5 lasts 70 turns from roughly 380 AD to 475 AD. One turn is 1.5 years so that within a reasonable number of turns the game covers the first half of the (Great) Migration Period and the eponymous Fall of the Roman Empire. The era that followed was (with some dark centuries in between) the Viking Age. In terms of complexity, potential outcomes and just sheer opportunities, Fall of Rome is most certainly the 2nd best scenario right after Into the Renaissance. Eight playable civilizations, Eastern Rome and Western Rome teaming up, Barbarians engaging in border quarrels with one another: All these things make this scenario interesting and versatile and eventually make each Fall of Rome strategy quite unique.
Civ 5 Fall Of Rome Scenario
In normal games of Civilization research and technology play a much bigger role than in this scenario. This is both blessing and curse: While more and faster technological research makes warfare more versatile it also means strategy and tactics change frequently, depending on your and your opponents technological level.
This scenario involves 3 major factions: the Romans, the Sassanids, and the myriad Barbarian kingdoms. It is a score competition that lasts for 70 rounds, with the imperial civilizations earning points for controlling cities and the barbarians earning points for capturing them. Each faction is in constant warfare with the others, as such there is no diplomacy, science and religion is outright disabled too.
This is a large scenario, and the longest of most any timed scenario to date, weighing in at 200 turns. The overall goal is simply to amass the most score in those turns, with special score bonuses that include:
Don't forget that this is a large, long scenario. A lot of back and forth can happen in 200 turns. There are a lot of variables in play here, and a lot of rival civilizations to deal with. That said, in the next section I'll attempt to give a general strategy for each of the Emperor-level wins required.
This scenario is somewhat of a breather between the two relatively heavy scenarios that are also featured in this expansion. There aren't that many truly hard achievements, and you can get them all in probably just one playthrough.
Intrigue is something that you can gain by sending spies to other civilizations. After gathering intelligence, they will report back with the progress of wonders or other plans the enemy has. If you learn a bit of actionable intel - say, one civ is planning a sneak attack on another - you can share this information. To do so, contact them via the diplomacy interface, then click Discuss, and it will be the last item on the discussion list. Gentleman's Agreement is awarded for sharing intrigue in this scenario, and Intelligence Network is for doing so after another civilization has already shared intrigue with you. Do note that the former is tied to this scenario, while the latter is not.
The third and final scenario included with Gods & Kings is the Fall of Rome scenario. Similar to the Korean scenario, you've got two allied powers attempting to repel a large invasion force on multiple fronts. This map is considerably larger, though, and the civilization count is higher.
The first 20 turns or so are all about losing gracefully. A massive army has gathered across your borders, and you've got little to no units available to resist them. The cities across the border are a lost cause - set them to produce Wealth, and have your units fall back. Bombard enemy units as you can, but otherwise abandon these cities.
Although you can't hold the 6 or so border cities, you really should focus on limiting your losses and halting the advance as much as possible. Each city you lose gives you a culture boost, which is a bad thing in this scenario. The more cultural policies you unlock, the harder the game gets.
All of your cities default to producing Barracks, and I can't say that this is a smart choice. In the second level border cities, produce walls, and further in focus on a mix of melee and siege units. Along the Mediterranean Sea, crank out at least a few Dromans. Much like in the Korean scenario, having offshore ranged units is extremely useful.
As in the Vikings scenario, I don't really recommend building Barracks. The first half of the game is pretty much going to be focused on cranking out units and sending them to the front lines, and being able to heal after a turn's worth of combat is very useful.
This is no doubt among the hardest of the scenario achievements, and probably among the hardest achievements the game has to offer - don't give up, and don't lose hope! It is possible, it's just very difficult.
This scenario contains some educational aspects that may help promote discussion on the development of overseas empires, the conquest of indigenous American civilizations, the exploitation of indigenous peoples and the development of the Atlantic slave trade. While the moral and social implications meant to be invoked by this game may not interest some gamers, it allows this to mod to potentially be a productive tool for opening up dialogue among people who might not otherwise recognize the modern consequences of these events.
My second game was a test of the Rise of Rome scenario, one which had not been available to us testers in the initial build of the beta test. Was there any doubt that someone named Sulla would be testing this one?
This was also the start of centuries of Roman conflict with the Northern Celts, the Gauls in particular. Though Rome eventually developed systems and tactics to triumph over the less disciplined Northern tribes, a prejudicial mixture of fear and disdain for gold-loving, barbarous Celts (and Germans), would persist in Roman history. Almost 800 years would pass until the final fall of Rome when enemies were allowed to violate the mighty capital again.
Roman forces numbering over 10,000 were utterly routed with many falling in the field. Valens himself was said to be wounded and either died on the field or made a last stand with his companions somewhere nearby. An estimated two-thirds of the eastern Roman army fell at Adrianople. These men could not be easily replaced, as the Roman empire fought for survival along many of its frontiers. This was a disastrous defeat in Roman history.
Unlike other defeats, Adrianople had a linked effect on the fall of the Roman Empire in the west. Although that collapse would not come immediately, the battle is seen as the initial unraveling point. For the first time in many centuries, a major barbarian people moved through the frontiers of the Empire and outfought the Romans in their own backyard. Although the empire would stabilize, the battle was the first in a sequence of disasters that eventually culminated in the sacking of Rome by the Visigoths in 410 CE. An event from which the western Roman empire would never recover. The battle, therefore, had tremendous significance in Roman history. Juxtaposed with the Allia in 380 BCE, it took the best part of 800 years for a northern tribal (barbarian) people to eventually lead to the fall of Rome.
"[The BAU] and CT scenarios show a halt in growth within a decade or so from now," Herrington wrote in her study. "Both scenarios thus indicate that continuing business as usual, that is, pursuing continuous growth, is not possible."
"The SW scenario assumes that in addition to the technological solutions, global societal priorities change," Herrington wrote. "A change in values and policies translates into, amongst other things, low desired family size, perfect birth control availability, and a deliberate choice to limit industrial output and prioritize health and education services."
On a graph of the SW scenario, industrial growth and global population begin to level out shortly after this shift in values occurs. Food availability continues to rise to meet the needs of the global population; pollution declines and all but disappears; and the depletion of natural resources begins to level out, too. Societal collapse is avoided entirely.
Across the northeastern U.S., winters are warming faster than any other season. Over the last century, average winter temperatures have increased by approximately 3F, spring temperatures by 2F, and summer and fall temperatures by 1.4F.
In New York, winters have warmed three times faster than summers. Warmer winter temperatures, with fewer days below freezing, are bringing more winter precipitation to New York as rain, less snow, reduced snow cover, and earlier spring snowmelt. Less snowfall and earlier snowmelt are already having and will continue to have increasing economic impacts on New York's winter recreation industry. Reduced snow cover will increase the vulnerability of certain plants that depend on snow for insulation, and wildlife that depend on snow for protection from predators during the winter. Less snowfall in the winter can also cause drier summer soil conditions, increasing the risk of wildfires. Lake effect snow will increase snowfall amounts in the next few decades for parts of New York State, as warmer winters continue to cause less ice cover on Lake Erie, Lake Ontario, and the Finger Lakes. However, lake-effect snow will eventually decrease with continued global warming, as temperatures below freezing in New York become less frequent and more winter precipitation falls as rain.
Increased precipitation through more frequent and intense rain events is impacting New York by increasing flooding throughout many parts of the state. Flooding from heavy precipitation can result in costly damage to homes, roads, bridges, and other important infrastructure. Wetter growing seasons can affect agricultural production by damaging crops and flooding farmlands, impacting food-chain supplies and costs. Heavy rainfall can also contribute to water pollution by washing sediment and chemicals from roadways into nearby water bodies, and overwhelming stormwater and sewage treatment systems that overflow into rivers, streams, and other surface waters. Nutrient runoff from fertilized lawns and septic systems following more frequent heavy rainfall events has led to an increase in harmful algal blooms (HABs) in many New York water bodies. Combined with warmer water temperatures, HABs are occurring more often and lasting longer throughout the year. Algal blooms are harmful to humans, animals, fish, and shellfish populations, as well as sensitive ecosystems like eelgrass beds.