In the scenario, the unique units for Western Rome are the same as the normal Roman faction from the base game. In Civ 5, all factions have 3 special characteristics: a passive ability, a unique unit, and then either another unique unit or a unique building. The first change involves the special characteristics assigned to the West Rome faction that give it some strengths that other factions do not have. These two changes were made by the developers to create the unique play experience of the Western Roman Empire. Of the many changes the designers made to the base Civ game to create the scenario, two in particular caught my attention. While simple and fun, the scenario's largest problem for me was the fact that playing as one of the Roman players meant that turns took FOREVER, both for you to play and for the computer to process. Cultural advancement remained, but in a very interesting altered context, that I shall address in more depth shortly. ![]() The scenario largely disabled fundamental mechanics like science, religion, and diplomacy, choosing instead of focus on war and combat. The goal of the scenario was to control the most Imperial Roman cities, thereby earning Victory Points, with the winner being the civilization with the most at the end of 70 game turns. The scenario was relatively simple and straightforward: the two Romans civs existed on the same team in charge of a very large number of cities in a massive territory, while their enemies started with small territories, but large and powerful armies. The Fall of Rome scenario took advantage of some of these changes by pitting the Roman and Byzantine civilizations (representing the Western and Eastern halves of the late Roman Empire) against 6 enemy civilizations: the Picts, the Vandals, the Franks, the Goths, the Huns, and the Sassanid Persians. G&K altered aspects of unit combat, implemented a religion/faith mechanic, and added some new civilizations to the game such as Byzantium, Carthage, the Celts, and Ethiopia. The Fall of Rome scenario was added to Civilization 5 as part of the Gods and Kings expansion pack, the first major pack released for Civilization 5 that changed fundamental aspects of the game. It is thus always interesting to see what elements individual games choose to focus on. As one of the major transition points in Western Civilization, the Fall of the Roman Empire has quite a lot of material to work with. It is a relatively popular topic game-wise, and has made appearances in the Civilization series, the Total War series, and the Age of Empires series (and probably still others that I have not encountered). One of the historical scenarios that I have always enjoyed playing through has been the Fall of the Roman Empire. Turn 67 - Sinope (Eastern Roman city #4) Turn 67 - Iconium (Eastern Roman city #5) Turn 67 - Antioch (Eastern Roman city #6) Turn 69 - Damascus (Eastern Roman city #7) It's impressive and a continuous failure of the Civ5-AI how the smallest army in the game can achieve the highest score, by purely using it right. Science, social policies, happiness, and Golden Ages are disabled. All four civilizations in this scenario are locked into war with each other. The scenario comes with special contents, such as the Domesday Book wonder. It involves four players trying to dominate the British Isles. ![]() 1066: Year of Viking Destiny is a scenario for Civilization V, available through the Denmark DLC pack.
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