Fall of Rome (Civ5)

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 , causing their empires to go even further into decay, and it is impossible for either of them to sell buildings to reduce , 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 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 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:
* Western Rome (a re-used Rome)
** Leader: Honorius (a re-used Augustus Caesar)
** Unique Ability: Battle Enrollment (Western Roman Empire Legions will recruit defeated enemies to their side.)
** Unique Units: Ballista, Legion
* Eastern Rome (a re-used Byzantine)
** Leader: Theodora
** Unique Ability: Theodosian Walls (+10% Combat Strength bonus if within 2 tiles of a Fort. Great Generals spawn 50% faster and provide an additional 10% combat bonus.)
** Unique Units: Cataphract, Dromon
* The Sassanids (a reused Persia)
** Leader: (a re-used Darius I)
** Unique Ability: Achaemenid Legacy ( Golden Ages last 50% longer. During a Golden Age, units receive +1 Movement and a +10% Combat Strength bonus.)
** Unique Unit: (replaces Horseman)
** Unique Building: Satrap's Court (replaces )
* The Celts
** Leader: Boudicca
** Unique Ability: Painted Rebels (Combat bonus (+50%) when fighting against a civilization with more cities. Treats forests in friendly territory as roads. Embarked units have +1 Movement and pay 1 movement point to move from sea to land.)
** Unique Unit: Pictish Warrior
** Unique Building: Ceilidh Hall
* The Franks (scenario-specific civilization)
** Leader: (a re-used Genghis Khan)
** Unique Ability: Regal Bloodline (Units ignore terrain cost when moving into any tile with Hills and move faster along rivers.)
** Unique Unit: (replaces Swordsman)
** Unique Building: (replaces Circus)
* The Goths (scenario-specific civilization)
** Leader: (a re-used Alexander)
** Unique Ability: Healthy Plundering (Combat units heal completely after pillaging a non-road improvement.)
** Unique Unit: (replaces Swordsman)
** Unique Building: (replaces Market)
* The Huns
** Leader: Attila
** Unique Ability: Scourge of God (Start with Attila, the Scourge of God. All units gain +2 Movement. +2 from Pastures.)
** Unique Units: Battering Ram, Horse Archer
* The Vandals (scenario-specific civilization; uses Songhai's colors)
** Leader: (a re-used Askia)
** Unique Ability: Mediterranean Pirates (Naval units will "recruit" defeated ships to fight on their side.)
** Unique Units: (replaces Swordsman), (replaces Trireme)
== Units ==
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== Great People ==
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== Buildings ==
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== 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 for each City you own connected to the and -5% from s in non-occupied Cities.
When a barbarian enemy captures your city, you will gain 20 .
Policy 	Effect 	Requirements
Barbarian Conscription 	-10% Combat Strength. 	
Rise of Serfdom 	Cities with Walls suffer -2 . 	
Neglected Infrastructure	from city connections reduced by 50%. 	
Usurper General 	+1 for each Barracks and a hostile army appears outside one of your non-capital cities.	Barbarian Conscription
Popular Ennui 	-1 from each luxury resource. 	Rise of Serfdom
Coin Debasement 	+10% unit maintenance cost. 	Neglected Infrastructure
Dark Age 	-20 . 	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 into at a rate of 3 to 1.
Policy 	Effect 	Requirements
Pahlavi Literature	+1 per city. 	
Sacred Fire 	+1 per city. 	
Mercantilism 	+2 per city. Great People born 25% faster. 	
Shahnama 	Starts a and a Great Engineer appears outside the .	Pahlavi Literature and Sacred Fire
Standing Army 	+2 per Barracks. 	Sacred Fire and Mercantilism
Silk Road 	+1 for each trading post. s 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 . Receive 15 as plunder for each point of produced in the captured city. They do not have to pay unit maintenance.
Adopting all policies in the Barbarian tree will convert all future into at a rate of 3 to 1.
Policy 	Effect 	Requirements
Willing Recruits	+50% when training combat units. 	
Native Coercion 	Build Courthouses 150% faster. 	
Wily Veterans 	Military Units gain 100% more Experience from combat. 	Willing Recruits
Tribal Bloom 	+5 in every City. 	Native Coercion
Destiny's Army 	+50% combat strength for military Units which have another military Unit in an adjacent tile.	Wily Veterans
Kingdom Come 	+2 , , , and per city. 	Tribal Bloom
== Related achievements ==
== See also ==
* Fall of Rome in other games
Category:Scenarios (Civ5)