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Sid Meier's Civilization V - Gods & Kings Game Guide by gamepressure.com

Sid Meier's Civilization V - Gods & Kings Game Guide

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Fall of Rome | Scenarios cgk Guide

Last update: 11 May 2016

In this scenario you will face the problems of Rome. Its rulers see that their power is instable, while the local lesser lords and preparing to attack their outposts. Will you take control of the Romans or Barbarians?

You can begin as the ruler of one of the Rome parts - Eastern or Western, as Persians or one of the five Barbarian lords - Fall of Rome - Scenarios - Sid Meiers Civilization V - Gods & Kings - Game Guide and Walkthrough

Overall

You can begin as the ruler of one of the Rome parts - Eastern or Western, as Persians or one of the five Barbarian lords. The game automatically ends after 70 turns - points count, so while playing as Sassanid, Goths, Celts, Huns, Vandals and Franks you need to conquer. On the other side, the Romans must protect themselves from the enemy armies. Pretty much everybody is at war with everybody - only the two Roman empires are allies.

Beginning as the Barbarians, you will receive only a small part of the map and a considerable army. The Roman Empire on the other hand, occupies pretty much the whole map. You objective is to reduce the number of their cities as much as possible.

Each player has all the Ancient and Classical Eras technologies unlocked. All the structures connected with Science are locked - you don't gather any new points or invent new technologies. Religion is also deactivated - you can't create new ones and there aren't any present on the map. Settlers cannot be created, so you cannot establish new cities.

Players

You have eight civilizations to choose from:

  • Western Rome - Barbarians Adopting - A party allied with Eastern Rome. Bonus: defeated barbarians are added to your army with half their original life. Special units: Legion - (higher Combat Strength), replaces Swordsman and Ballista - (higher Combat Strength), replaces Catapult.
  • Eastern Rome - Theodosian Walls - A party allied with Western Rome. Bonus: if a unit is two spaces from a Fort, it gets +10% Combat Strength. Great Generals appear 50% more often and give 10% additional Combat Strength. Special units: Cataphract - (better combat and defence), replaces Horsemen and Dromon - (much better Combat Strength), replaces Trimere.
  • Sassanid - Achaemenid Legacy - This civilization is very good with conquering cities and fighting enemy armies. They begin with three cities. Bonus: Golden Ages last 50% longer and units during it get +1 move and +10% Combat Strength. Special elements: Clibanarii - (much better at capturing cities, fast attack), replaces the normal Horseman and Satrap's Courthouse - (+2 gold, +2 happiness, +25% gold), replaces the Bank.
  • Celts - Druidic Lore - They start with three cities. Bonus: +50% while fighting civilizations with more cities, embarked units have +1 move and use up only one move when getting onto the shore, instead of the whole turn, they treat woods on their territory as roads - they can also build trade routes thanks to them. Special elements: Pictish Warrior - (gets a bonus for fighting on enemy terrain, pillage doesn't consume movement points, +50% strength if he's fighting with other units which surround the enemy), replaces Spearman and Ceilidh Hall - (+3 happiness, +4 culture), replaces Opera which doesn't give additional happiness.
  • Franks - Phoenician Heritage - They start with five cities. Bonus: Terrain cost doesn't apply to units moving along hills or riversides. Special elements: Feast Hall - (+2 happiness, +2 culture), replaces Circus, which requires Horses or Elephants and Axe Thrower - (a stronger unit, has Landing - can attack from the sea, DOESN'T require Iron), replaces Swordsman.
  • Goths - Healthy pillaging - They begin with five cities. Bonus: A unit heals completely after pillaging an improvement which isn't a road. Special elements: Gadrauht - (stronger, can use roads on enemy territories, DOESN'T require Iron), replaces Swordsman and Hov - (+1 happiness, +2 gold), replaces Market, however it does not give the city a +25% gold bonus.
  • Huns - Scourge of God - They begin with only one city, but things get easier after the first conquest. Bonus: all land units have +2 moves. After conquering the first city you will receive two Battering Rams, first five cities give two Horses, each pasture +2 production. Special units: Battering Rams - (largely effective against cities in a direct fight), replaces Spearman and Horse Archers (a fast unit with good defence, DOESN'T require Horses), replaces Chariot Archer.
  • Vandals - Pirates of the Mediterranean - They begin with three cities and are great on the sea. Bonus: they adopt enemy ships after defeating them, with half their original health. Special units: Axemen - (greater Combat Strength, Charge - additional strength when fighting a damaged unit, DOESN'T require Iron), replaces Swordsman and Quinquereme (greater Combat Strength), replaces Triremes.

Social Policies

Each player has access to one of three Social Policy tree:

  • Rome Tree is available for two civilizations - the Western and Eastern Rome. It's a degrading tree - each next Policy from it has a negative effect on the country. Therefore you will get penalties to gold income, keeping units, luck, unit strength and production.
  • Sassanid Tree, available only for Persians, gives bonuses to Culture, income in gold, production and happiness. It can also cause a Golden Age.
  • Barbarian Tree, available for the others, gives bonuses to the way the country functions. One branch gives a bonus to the army, boosting production during training, experience in battles and combat strength. The second has an influence on the cities, speeding up the construction of Courts, giving an overall bonus to production and causing the city to produce two points more of everything.

If you fill up the whole tree before the 70th turn, you will receive gold in the amount of one third of the Culture income.

Gameplay methods

Winning this scenario depends mostly on the chosen civilization and the tactic:

  • Playing as one of the Roman Empires, you most of all DON'T BUILD ANY CULTURE BUILDINGS. You have a Monument in each city and cannot destroy them. Additionally there are other culture buildings in larger cities as well. Each lost city also gives you culture points. Remember about this, as the social policies tree gives negative effects! Use the abilities of your units - Western Rome lets you adopt enemy units - you can temporarily increase your army using it. Try to keep enemies from large cities like Rome, Carthage, Trier, Mediolanum, Ravenna in Western and Constantinople, Salonica, Ephesus, Antiochia and Alexandria in Eastern Rome. Each lost city will cut your points - the larger the city, the larger the loss, of course.
  • Playing as the Sassanids will require you to take care after your citizens - Golden Ages, apart from an overall boost to the economy, also improve the abilities of your army. Use your special units - Clibanarii are capable of attacking twice a turn! Keep an eye on the size of your army - Sassanids aren't barbarians and therefore have to pay for their units. Your cities give points as well, so you should defend them for your own good.
  • Playing as the Barbarians - there are five types of them, each starts somewhere else (Goths from the today's Austria and Romania, Franks - Germany, Celts - England, Vandals - Morocco, Huns - far to the north-east, by the Black Sea) - you need to focus on flooding Rome with your armies. You don't pay for any of your units. Each nation has other Special units, use them to successively conquer cities - there's not much time and the score isn't certain.
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