Wk5 Part B – Begin Fall of Rome!!

Begin the “Fall of Rome” Scenario as specified in “Set-up and Play” and take the Quiz. No video this time

ELF 100 Wk5 Part B

About 1 Hr

In Rise of the Mongols we played a Civilization during its ascendance in Central Asia.   We will now play a civilization on the decline with “Fall of Rome” in the area around the Mediterranean.  Playing as the Western Roman empire, the only “win” is not to lose, so it can be frustrating.  The scenario is 70 turns (376-446AD), but each turn is 5-10 minutes because of the large number of units.   

Play time will be about long – about 12 hours.   Play particular attention to the strategy and tactics hints below.   Doing well early is the difference between reclaiming lost cities and ultimate victory, and a long painful decline.  Later we will replay this scenario as one of the “barbarian” civilizations on the other side,  attacking the Western Roman Empire.

Here is the Game Set-up:

From the Civ 5 Main Menu Click:


Fall of Rome

Load Scenario

Set Difficulty Level to “Chieftan”

Click the “Random Leader” Question mark and play as Honorius – Western Rome

READ the SCENARIO DESCRIPTION carefully. (Especially about the Policy Tree)

Start Game

Play attention to the hints below to prevent the rapid collapse of your empire.

  1. Our objective as Honorius is to slow the decline of the Western Roman empire.  We cannot influence technology or the social policy tree, but we will make critical decisions about investment, production, spending and military tactics and strategies.   You will loose cities, but the fewer the better.   If you are doing well, you may even be able to recapture them.  You may even be able to invade the Barbarian lands in the late game, as we are playing at a very low level of difficulty.
  1. Study the map.    It is the area around the Mediterranean sea.   The Eastern and Western Roman Empires are allies.   You can gift units to the Eastern Roman Empire.   This makes particular sense because if the Eastern Empire collapses, the West probably will too.
  1. As Western Rome you have barbarian enemies to the Southwest (Vandals) in modern Morocco.   They are the weakest enemy.   To the North, the Celts occupy present-day Great Britain.  The Franks occupy the area around Germany.  The Goths occupy modern Central Europe.   The Franks are probably the most formidable enemy, with more cities than the other Barbarians, and a very strong melee unit, the Seaxman.  The Goths threaten both the Eastern and Western Empire.   Another way to help the Eastern Empire (other than gifts) is to harass on the Goths in the mid-game so Eastern Rome can focus on the Huns and Sassanids (Persians).  Note especially the roads, and their lengths.   Long roads are expensive to maintain, and it takes many turns to move units across the map.   IRL (in real life) a Legion might walk from Rome to Paris, a trip of 700 miles and perhaps 70+ days.
  1. Note the capabilities of your special units.   The Ballista is only slightly better than composite bowmen.  The Legion is a reasonably strong melee unit, but can also build roads, and forts.   You begin this scenario on the defence.  You can only build a limited number of Legions.  Victorious legions will sometimes turn enemy units to your side.
  1. Consider your strategy (“war on the big map”).   Assume all Barbarians will attack immediately.   Each city loss accelerates the penalties from the Social Policy tree.   In the early game minimizing losses is critical.   The Western Roman empire is huge.   There are allot of cities, huge production capacity, and good transportation.   By mid game you Empire you should have built a larger military, and be fully mobilized to produce even more.   You should be able to stop the Barbarian advance.   You may even be able to counter-attack.   The Vandals are relatively weak, and eliminating them frees you to focus on the Northern enemies without attacks from Vandal naval units all around the Mediterranean.   The Goths threaten both the Eastern and Western empire.  Hurting or destroying the Goths will enable the Eastern Empire to focus in their barbarians to the East.  A few additional points on strategy:
    1. Roads and logistics matter allot in this scenario.   Pillaging while you retreat will slow the Barbarian advance.   Removing unneeded roads (like across north Africa) will free up gold for more military units.  Building roads that speed your units time to battle will also help.  
    2. Workers are a key strategic unit in this game (unlike “Rise of the Mongols”).   They can pillage and build roads.   They can clear forests which provides additional production for nearby cities, and removes cover for Barbarians.   This makes your ranged units and city defenses stronger.   Finally, by the mid-game it might make sense to create additional workers, as terrain improvements can improve production, gold and population
    3. Fortifications (built by Legions or workers) at key locations can slow or stop Barbarian advance by improving the survivability of defending units.
  1. Consider tactics (“war on the battlefield”).  Unlike “Rise of the Mongols” you will be spending a considerable amount of time on defense.  Ideally you want to do maximum damage and delay, before your units escape with experience and to heal.   A few additional points:
    1. Use fortifications and terrain to improve your defensive position.   Avoid being attacked while in the open.
    2. Fortify cities.   The Barbarians have to capture them.
    3. Use ranged units to weaken attackers before they attack your melee units.
    4. Use the fact the Barbarians have to attack to your advantage.   A Legion in protective terrain with the ‘alert’ defensive position will do allot of damage to attacking units.   More damage than it would do attacking.
    5. You will have generals.  Move them close-enough to the combat that they can help.
  1. Big Hint: Fortify against  attacks from the Barbarians immediately. Move units and spend gold to bolster defenses (like City Walls).   The Vandals usually attack Rusadir, and then try to cross the Strait of GIbraltar to attack Gades.   The Celts usually attack Coriallum (modern Cherbourg) and Gesoriacum, and if that goes well for them, the move on to Portus Namnetum (Nantes, France) and Lutetia.  The Franks will push on Trier and Casta Regina.   The Goths will likely attack Caranuntum (today, a Park in modern Austria).   
  1. You will likely loose Corallium and Gesoriacun to the Celts.  You are doing very well if you stop the Celts at Lutetia (Paris, France).   
  1. You will probably lose Trier to the Franks.   Both the Celts and Franks must be stopped before at Lugdunum (Lyon, France).   Units built on the Italian peninsula should arrive in time.
  1. The Franks will also attack Casta Regina.  If Casta Regina falls note the narrow mountain pass (these are the Alps Mountains) is a good place to stop further advance into Italy.
  1. In the West, you are doing well if you hold Gades (Cadiz, Spain, oldest city in Western Europe) and Rusadir against the Vandals.
  1. In the East the Goths will probably attack Carnuntum.  It is in a good defensive position as the Danube River is the border between the Empire and Goth-Land.   It is difficult to attack across the river.    Like Casta Regina, if Carununtum falls there is a defensible mountain pass to fall-back toward.  The passes to the East and South of Salonae should be protected by the Eastern Roman Empire, at least in the early-game.
  1. Play from turn 70 to-go  (376AD)  to 65 to-go (381AD).   Save your game.  Consider your strategy based on the situation.
  1. Do not worry if things aren’t going well.  “Rise of Rome” scenario starts on the defense.  It will not affect what you get out of this exercise.   
  1. What would you do differently if you played again?
  1. SAVE YOUR GAME. We will continue with your Save in the next segment.  Go get some exercise.

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