Pax Romana Aeternum - The "Flawless Victory, Fatality!" Guide
Introduction
Pax Romana Aeternum is considered by many as the "most difficult Civ5 achievement".
Win the game as Eastern or Western Rome on Deity and have all your original cities under your control in the Fall of Rome scenario.
You play as Honorius or Theodora, representing Western and Eastern Rome respectively, during the not-so-glorious period of the barbarians invasions. Rome is being threatened by the Celts, Franks, Goths, Vandals, Huns and Sassanids. Your economy is crumbling, your borders are too large to defend and your people are turning against you. If you didn't get the hint, the name of the scenario is Fall of Rome. You are supposed to succumb and the AI does a great job on that front on Deity.
You'll start with pretty much no troops, facing a large Barbarian army attacking from multiple fronts right on turn 1. Your happiness starts negative as well as your gold income - in few turns you'll run out of gold and the little units you have will start disbanding. Social policies play against you i.e. make you weaker and there is no way to avoid them. Yet, the achievement wants you to win while retaining control over all of your cities after 70 turns.
All guides I have found so far for this achievement agree on one thing: this is really tough. Even the seasoned players from CivFanatic forums report losing 3 to 6 cities during the initial Barbarian assault. Some spend most of the remaining turns trying to regain those cities, fix the economy and train troops to defend against for the final assault of the Barbarians (which supposedly happens around turn 60).
Finally, there is the "winning the scenario" part. Both Rome Civilizations have to have togehter more points (more on that later) than any other Barbarian. However, the Sassanids are very good at pulling points out of their poo-poo-holes and even those players who beat the scenario reported a very tight win, with few points margin.
- halt the Barbarian invasion without losing a single city or unit (apart from Scouts)
- "solve" the happiness problem
- obliterate the Sassanids - they can't win if they're dead
- bury the Goths seven feet under
- take over Atilla's Court and eliminate the Huns
- stop the Frank invasion on Western Rome and recover some cities
- plug the Alboran sea and trap the Vandals' ships
- ...not much with the Celts... really, but we could!
- get enough points to win the scenario. Alone more than 3624 against 3400 from the Franks
This WILL NOT BE EASY, but it will be VERY REWARDING. Be ready for a very tough first 11 Turns followed by madness and bloodshed.
The initial save game can be downloaded from
provided by Kalle in his website (if redirecting doesn't work, ctrl+c and ctrl+v the url).
The game is only deterministic if you do exactly the same I did and in exactly the same order, including every single attack; so, yes, your game will vary, potentially even branch to a completely different endgame. Perhaps a better one!
"Fall of Rome" Mechanics
The scenario is all about conquering and keeping the Imperial Cities, i.e. all cities originally from the Roman or Sassanid empires, in order to gather VP (Victory Points). Technology and Diplomacy are disabled, but culture points play a very important role both for Barbarians and for the Roman Empire (not so much for the Sassanids).
A very detailed description of this scenario with its units and rules can be found in
https://civilization.fandom.com/wiki/Fall_of_Rome_(Civ5)
but I will give a tl;dr version here.
Furthermore, you'll likely need a map for this. No need to reinvent the wheel: mah bruv Kalle has already made an awesomely detailed map for this scenario, including historical details about each leader!
https://steamcommunity.com/sharedfiles/filedetails/?id=2230506916
Give him a thumbs up too! I'll be using crops of his map throughout this guide, but make sure to check the full map as well.
https://www.civfanatics.com/civ5/info/difficulties/ In summary, these are the things you have to know:
- hapiness, maintenance and even production is irrelevant for the AI
- AI receives units out of thin air (sometimes 3 or 4) at the beginning of some turns
- units start with 30 EXP
- double EXP from combat
The Barbarians also have two particularly OP Social policies, which they may get quite early in the game, since they get so much culture from kicking Honorius' butt:
- Willy Veterans - military units gain 100% more experience from combat
- Destiny's Army - +50% combat strength for military Units which have another military Unit in an adjacent tile
You get VPs from keeping Imperial Cities. The larger the cities, the more points you get. There is no benefit in keeping or capturing Barbarian cities, other than the satisfaction of seeing the look on their faces.
You're restricted in a lot of things in this scenario. The first strange restriction is that you cannot sell buildings. Some of your cities start with a Wall and all your cities start with a Monument built. This gives you culture, but just like in modern western society, culture plays backwards and only corrodes our civilization.
- Barbarian Conscription: -10% combat strength
- Rise of Serfdom: cities with walls suffer -2 production
- Usurper General: +1 culture for each barracks and a rebel army appears
- Popular Ennui: -1 happiness from luxury resource
- Con Debasement: +10% unit maintenance
- Dark Age: -20 happiness
Whenever you get enough culture points, the game forces to pick a policy. Since you cannot demolish Monuments, you'll get at least 4 social policies. Having Walls and/or Barracks might be detrimental. To make matters worse, losing any city also gives you culture points (usually 20). Yes, even losing barbarian cities will give you culture points!
This is where they get problematic: on Deity, the AI cities grow senselessly without any apparent reason; if you don't bug them, the Sassanids could have 3 or 4 cities with 20 citizens each, pumping up lots of VPs per Turn! Most players in the CivFanatics reported that their main foe were the Sassanids and their insane point-making machinery.
Overall Strategy
Some notation: Production = P, Food = F, Happiness = H, Unhappiness = -H. So when I write +3P or -2H you'll know what I'm talking about.
https://steamcommunity.com/sharedfiles/filedetails/?id=2136936176
I had to min/max every single combat for 7 Turns in order to not lose a single city/unit (more details later). We're trying to achieve greatness here. If you're shy for save/reloading, I don't think you can follow this guide at all. We need to attack the Barbarians very fast, because they grow very strong very quickly and wasting time with reconquering/retraining units will jeopardize everything.
Summarising: do not waste your time with the economy. You will have to cope with units disbanding randomly wimps. This won't be that much of a deal breaker - it will not happen every turn and even when it does, it usually happens to scouts or units which are low on health anyway. If you lose a key unit, reload, tap the RNG sequence and try again.
Also, Avoid Growth. We will want some cities to grow, but you gotta chose them carefully; we will also starve some cities but more on that later.
Circuses and Stone Work (in Thessalonica) won't cut it. We will solve the Happiness Problem with a very carefully planned Mass Starvation Plan Communist Anthem plays in the background.
Forget walls. They won't get ready in time for the first wave. Thereafter, the Barbarians will be too busy dying to ever consider of attacking you again. Barracks will be essential on the western Cities, as well as Alexandria and Cyrene. "When" you should build them... is still not very clear to me.
Forget Markets and Harbors. Some few cities deserve a Stable, but really, few. Granaries can be far more useful to boost production - and they get ready much faster too (see Infrastructure section). Tiles improvement will make your best source of production boost - tree chopping at first, building Mines and Pastures later. Legions will warm up by build Forts (see "First Wave" section).
- Turn 5 - Neglected Infrastructure: Gold from city connections reduced by 50%
- Turn 12 - Coin Debasement: +10% Unit Maintenance Cost
- Turn 25 - Rise of Serfdom: -2P on cities with walls
- Turn 47 - Barbarian Conscription: -10% Combat strength
At the beginning of the game you'll have to sacrifice some promotions for Rapid Heal and later you'll use it to troll the AI with Spearmen.
We will eliminate the Goths because we are evil. The cities from the Goths are not supposed to give you any point (but I never tested). It is very optional to finish off the Huns, since they are so faraway, but it is SO VERY SATISFYING. At least try, will you?
Just for the sake of comparing, those were my conquests (all cities razed, except where noted):- Turn 17: Amida [Sassanids]
- Turn 19: Tyras [Goths]
- Turn 21: Thospia [Sassanids]. Kept for iron, horses, circus and etc.
- Turn 23: Nisibis [Sassanids] and Olbia [Goths]
- Turn 26: Singara [Sassanids]
- Turn 29: Arheimar [Goths]. Kept (Capital)
- Turn 30: Anium and Ctesiphon [Sassanids - eliminated]. Kept (Capital)
- Turn 40: Artaxata [Huns, former Sassanids]
- Turn 42: Turda [Goths]
- Turn 54: Apulon [Goths - Eliminated]
- Turn 60: Atila's Court [Huns - Eliminated]
- Turn 66: Tiel [Franks]
- Rome/Ravenna: by turn 30 he will have lost Rome to the Franks. You have to jump in before the Franks arrive in Ravenna in other to help him defend the region. This is really crucial. If they take this region, Western Rome will be even more useless.
- Carthagena: at around turn 57, the Vandals come to take it. It is easy to retake, but it is better to deny them dem sweet 200 points.
- Carnuntum: the Goths will be pressing them there. You'll attack Apulon through here, so this city must be defended or reconquered.
For the sake of comparison these were my re-conquests:
- Turn 44: Carnutum [Goths], Massilia, Milan [Franks]
- Turn 48: Genua [Franks]
- Turn 56: Iol Caesarea [Vandals]
- Turn 61: Casta Regina [Franks] and Tarraco [Vandals]
- Turn 62: Carthago Nova [Vandals]
- Turn 64: Rusadir [Vandals]
Micromanagement
We're planning to take Amida and Tyras on Turn 17 and 19... that's a pretty tight schedule. You'll have to start marching on turn 13~14, which means you'll have time to squeeze 1~3 units per city. Although you have 27 cities, some of them are very far and won't contribute. The only way you can pull that off is by micromanaging your resources very tightly in a very, very, very tedious process.
The sheeps in Sinope are initially assigned to Amastris, but Sinope needs it more - so go ahead and grab it for Sinope. About the yellow arrow in Cyrene: swap it while you have negative happiness. Once your happiness is positive, swap it back to Oranges (next section).
In the image (Turn 36) Melitene had 19F in the Food Bank, with +1F per turn. Instead of waiting for it to grow, you can swap the Farm for the Mine (red arrow). Your net change is -2F, +2P making Melitene starve at -1F per turn. Since you had 19F in the Food Bank, you can maintain this production boost for 19 Turns without losing a citizen - a very sweet deal!
General idea: if you have Food in the Food Bank, use it while your Civilization is Unhappy (e.g. while you are razing some barbarian city) otherwise let it gather whatever nets more.
Happiness & Population Control
- all surplus food is discarded
- production penalty
- -33% combat strength
A prime example is Antioch; the citizens highlighted in red are useless. They produce 2F and consume 2F. The only thing they do is decrease the Happiness of your empire. The citizens highlighted in yellow are only producing Gold, which for the purpose of this scenario, is as good as nothing. You can reassign them to Sheeps from the south, Wheat from east, deer from North but still 4 citizens will be useless.
I'll suggest you to starve only eastern cities; the westerns will need the extra citizens. These are some good candidates:
- Antioch: -4 citizens
- Alexandria: -3 citizens
- Caesarea: -1 citizen
- Attalia - you can take the Wheat from Seleucia (and Seleucia gets the Fish instead).
- Ephesus - we will build a Granary here later and that useless citizen will go to a mine.
- Dyrrachium - DEFINITELY do not starve this city. We will sorely need it to pump new units to defend Rome. Instead, we will build a granary here and even allow it to grow mid-game.
- -3H for having a new city
- -1.44H per citizen in it
- -2H for occupying it
- -3H for having a new city
- -1.05H per citizen in it
Even with the puppet cities, keep them like so just until rebellion time is over: then annex, build courthouse and chop down trees asap while starving the city at the same time.
Starting on turn 18, I started starving cities such as Palmyra, Caesarea, Damascus, Antioch, Edessa, Melitene, Theodosiopolis and Trebizond. This was needed to make room for new conquests AND to grow some cities on the west. Think of it as a citizen relocation.
If that helps, imagine that those citizens used to do something horrible, like putting pineapples on pizza.
Infrastructure
By now you already know that we will focus on Production, Avoid Growth, stock up Surplus Food while your empire is happy and carefully starve for Production boost. You can still boost the production of some cities further by building Stables and Granary, as well as Tile Improvements.
- T = current Turn
- R = how many Turns till it finishes building it
- C = how much Production it costs to build a building; 67 for Stables, 40 for Granaries
- B = how much more Production you will get after the building is done
For most cities you'll find a gain of 40~60 production from buildings. This is usually not worthy. By investing in the building, you'll be trading 1 early game unit for 1 late game unit. In the first turns, the units are much more relevant/powerful: later you'll have a -10% Combat Strength, the Barbarians will have a +50% Combat Strength.
I found it worthy to build a Stable and/or Granary in the following cities:- Amastris (Stable; 3~4 Sheeps = +3~4P)
- Cyrene (Granary; 2 Deers). Grow this city and build barracks too, it will pump dromons to attack the Vandals
- Dyrrachium (Granary; 1 Deer). Grow this city too, but no Barracks; pump Spearmen for Rapid Healing + Fortification
- Dorylaeum (Granary; Deer, 2 Wheat )
- Ephesus (Granary; 1 Deers, 1 Wheat, this nets +6P!!!)
- Thessalonica (Stone Works and Stable; 2 Cattle, 1 Sheep)
- Sinope (Water Mill)
It is questionable if Adrianople could benefit from a Stable or Granary. If you get it to grow 2 citizens, they would be very handy (there are enough Hills around, which could turn into Mines for +3P) but perhaps it would take too long. Same goes to Sirmium, but Naissus is a lost cause.
- Constantinople
- Cyrene (dromons only)
- Dorylaeum
- Nicopolis
- Ephesus
- Thessalonica
Be ready to repair broken roads and improvements. The Goths will pillage some stuff on North (specially the Truffles) and then Vandals will pillage the Whales in Mistra.
This can actually play in your favour: your citizens may start asking for one of those two resources and once you restore them you'll get a "We Love The King" event which will last the whole game!
First (and only) Wave
You will have to min/max the random modifiers (from my RNG Mastering Guide), but the good news is that this is the only part where this is ***mandatory***. Once the first wave is done, you can play like a normal human being again.
- don't lose your troops (except scouts) - reload if needed
- flanking and terrain bonuses are essential; forts will also give a +10% in a 2 Tiles radius so we will build some
- low-health enemies will also cause less damage when they attack your cities. If killing a weak unit opens the path for a new full health one, ]don't
- do your best to prevent enemies from rapid-healing
- avoid killing enemies with melee units, to avoid breaking formation; use ranged attacks instead
- once the AI is attacking a city with yellow HP, they will focus desperately on taking it down, often ignoring your units. Place your units cleverly and make the AI walk around them to simply reach the city
- the AI tends to attack cities only once catapults and archers have line of sight - stall THESE units!
- movement is reduced when the unit moves in a tile adjacent to an enemy's - use Scouts to distract and slow the enemy's progression
- Spearmen are specially powerful on East, since the Huns and the Sassanids are based on mounted units
- the AI seems to avoid Forts (even unfinished). Use it in your favour!
- save/reload, save/reload, save/reload, (...) save/reload and then save/reload.
You can lure them to Alexandria by moving your Dromon towards Caesarea. The next turn move it back to Alexandria (?!?!) and attack an embarked Axeman. The next turn all triremes will be upon your Dromon, but it will survive - hide in Alexandria and let the ranged combat begin. It will be REALLY a piece of cake. This strategy worked 100% of my playthroughts.
- Dromon from Constantinople (Turn 3)
- Scout in Mistra (Turn 4)
- Dromon from Ephesus (Turn 6)
- Spearman from Athens (Turn 6, chop some trees to speed it up!)
- Turn 0: for all that is sacred, hide your Dromon inside of Mistra. The Vandals will not move towards Mistra this turn if you do that.
- Turn 1,2,3: pray a lot
- Turn 4: use the Dromon from Constantinople to block one of the sea tiles. You might have to rapid heal at least one of the Dromons.
- Turn 5: use the Scout to block one of the sea tiles (see screenshot)
- Edessa: fortify the Legion on East tile and follow Hint#5 to the letter
- Melitene: train a swordsman in Antioch on Turn 0. Build a fort on the southwestern tile with your Legion (I had to interrupt on Turn 4). On Turn 4 a Swordsman will be ready in Antioch; bring it up to Melitene. The eastern tile (highlighted in red) is crucial. The Sassanids will try to fortify a Swordsman there, but DO NOT ALLOW THAT. In my run, they had a Swordsman there on Turn 4, but I lured him out on Turn 5. On Turn 5 you should get a Great General - fiddle with the RNG until it pops in the Antioch or Melitene. Mine arrived in Melitene on Turn 6 and then the Sassanids went nuts and spread - towards Theodosiopolis, Edessa and so on. They won't stand a chance anymore.
- Theodosiopolis: the Sassanids were so confused that they only started attacking this city on Turn 7 (see screenshot). However, they are coming mostly from Melitene, allowing you to strike them from both sides. They won't stand a chance anymore.
Most of the confusion takes place around Naissus: it is very hilly and your archers won't get line of sight either. Divert the Goths towards Adrianople instead: It is protected by mountains and hills and you can have Dromons Northeast and Southwest. They will only reach Adrianople on Turn 7 (very reassuring, see screenshot). There is a surprisingly good (but flat) hex East of Adrianople.
On Turn 0, bring the Legion from Constantinople to Naissus and Fortify it on West. The other two Legions will build forts on Southwest of Naissus and Sirmium respectively. On Turn 5 the forts are done; move the Legion from Sirmium towards Naissus and now you have 3 Legions protecting it.
Form a "wedge" pushing them Eastwards. Have the West, Southwest and East tiles tightly protected (see screenshot). Depending on your luck, they might leave archers and catapults unprotected in the process - well, chew them up ;)
Starting on Turn 7, the fun begins. Alternate between attacking the flank of the Goths from Naissus and Adrianople to confuse them. On Turn 10 you should have quite enough units to finish the Goths.No strategy can save you here, just luck and exploiting AI's retardness. Their horses are fast, so Hint#3 is specially relevant. As always, Hints#6-9 are crucial. Curiously, the best tile for your Legion is the plain Northeast of Trebizond. The Huns do not attack him there, so your Legion can wipe weak units every now and then. Hint#4 is invaluable here.
Starting on Turn 4 you'll be able to breath - look at the very comforting screenshot. On Turn 5 you should get a Scout from Theodosiopolis, which will complete the defence. Use it to block another tile - they will strangely not attack the Scout. Trebizond will be defended from Turn 6 onwards. This strategy worked about 50% of the time.
Sassanids - Conquest, Bloodlust & Flames!
If you managed to reach this part of the guide, congratulations. You're already better off than any other player who followed any other guide!
Though the worst has passed, it is very important to constantly keep pumping out new units (the barbarians will do the same). I could also afford to heal some units (e.g. promoted ones) some turns.
Since our games will be very different at this point, I will just roughly show "how I did it" and then you try to "do something like that".
Anium might look tempting as the next target, but the Huns should be attacking them there soon™. The Sassanids will also be fighting the Huns in Artaxata, leaving the southeast of the Sassanid's territory particularly vulnerable - you HAVE to profit from the confusion.
Send all of the troops from Amida (and all new troops from Melitene and Edessa) southeast. Set some to siege Nisibis, but let some pass to siege Singara asap; repeat for Ctesiphon. At the same time, send all troops from Trebizond and Theodosiopolis to attack Thospia - a delicious city containing iron and horses. After Thospia falls, march north, take Anium and keep marching north: Set the course to Atilla's Court! After Ctesiphon has fallen, march those troops north as well, passing through (and conquering) Artaxata. Embark those units and send them north as well, via sea.
Few units had line of sight to the city (green arrows). Taking Amida in just 2 turns with that little power will only happen if you min/max the RNG again; otherwise, 3 turns will be needed.
The Cataphract on northeast seems to be in danger, but ACKCHYUALLY there is mayhem going in Artaxata between Sassanids and Huns. The Sassanids will try to send some troops from there to defend Thospia. The Cataphract is just standing in the way in the middle of the road and slowing them down à la Black Knight 'Tis but a scratch!
This is one of the few non-capital cities which I captured and kept; it provides happiness from Circus, Colosseum, has strategic resources, has high production... no ragrets.
Took me 3 turns to take it because the second catapult took a while to arrive, but if you plan properly you may take in just 2.
While you're laying siege, pass some of the troops southeast through. The Sassanids will send some troops from Singara/Ctesiphon to defend Nisibis. You want to intercept them before they have the chance to disturb your siege. Furthermore, you want to march further southeast, towards Singara and Ctesiphon anyway.
It is also tricky to find position for your Catapults and archers. Green arrows in the image show which units have range. The Catapult in the yellow hex has no sight, and moved to the adjacent cyan hex. The remaining cyan hexes are also good candidates for Catapults and archers.
Be sure to make a wall of Legion/Spearmen preventing the Huns from attacking from the east!
With that, the Sassanids are likely done for. Their "last" city is Artaxata, but the Huns usually take it pretty early on.
Artaxata is attacked by the troops coming from Ctesiphon. They should arrive by turn 35-ish, but positioning is tricky, since Artaxata is hidden behind mountains.
I will tell you to raze this city as well, but at turn 40 I had so much happiness that I could afford to keep it... and so I did.
Now, notice also the size of the army marching north! #ProudDad#MyBaby#TheyGrowSoFastGoths - Conquest, Bloodlust & Flames!
If you've reached this part of the guide, WOW! You already got a helluva bragging right!
I asked unto thee,
For if the birds take flight
To better, warmer skies
Why must I, poor that I am
Within the dark, cold
Confinement of my walls linger?!
Oh poor me!
No, I shan't!
My grave I shall seek
Amongst the Goths,
Who dance to weird techno stuff
And paint their nails black!
Taking the Goths is a pressing matter. First, because you want to use these troops to help Honorius and stop the Franks. Second, as previously mentioned, the AI get units out of thin air and incredibly beefy social policies; if you don't take care of them now, you're in for a wild ride.
Without further ado, ladies and gent's, how to bitchslap the goths so hard that they never wake up again!
New units from Amastris, Dorylaeum and Constantinople should be sent up there by sea. Be careful to not let your units vulnerable to eventual ranged attacks while embarked, since they take extra damage. Bring dromons too: they will help (a lot) with Olbia.
Once you start attacking Tyras, the Goths from Naissus will try to retreat to Arheimar... this time, chase them! If the force from Naissus joins the force from Arheimar you'll be in trouble. Luckily, the AI is not that smart and ends up dispersing, fortifying units in weird places and stopping to pick berries. Don't be surprised if you find yourself in some guerrilla warfare in the forests south of Arheimar. Too many forests, too many hills, too many marshes - there is a reason why I only took Arheimar on turn 29! In fact, the troops that took Olbia had to help taking Arheimar too.
Carnutum is optional; the Goths don't always take it, but you have no control over that. I *think* that sometimes they clash with the Franks northwest of Apulon and then leave Carnutum alone. In that case - lucky you. If not, you'll have to clear Honorius' mess and retake Carnutum for him, for the sake of attacking Apulon safely.
Also, notice that I had already started attacking Arheimar, a deed which takes a loooong time.
Be patient and think twice before sacrificing soldiers: you'll need them for Apulon and Carnutum and you might not have time to bring new soldiers from your other cities. With enough perseverance you might clean the terrain and get a nice formation like in the screenshot.
The highlighted Archers in red hexes have no sight. The Catapult to southeast is in a sort of dangerous spot, but my wall of melee (yellow hexes) should protect it. In this formation, the Gadraughts are better left ignored. After capturing Minas Tirith Turda, the Goths will have less combat bonuses & they will suicide trying to take Turda back. Fortify a few melee units around and let them try!
Make sure to bring a worker up to Carnutum and start building a road to Apulon and then west; the land is full of marshes and rivers and you'll need a mean to cross them easily and bring your army to retake Casta Regina later on.
As usual, ignore defending troops as much as you can: once Apulon falls, they will just *poof*. It will also take a while to move your troops to position because of the rivers, forests and marshes. You can only attack the city from the East by standing directly adjacent to it. There are some plains from southwest, but the red hex will almost always be guarded, slowing down your progress considerably. Also, the city itself is VERY strong, so bring in *some* siege machines.
Don't go too far northwest. Cologne is right there and you don't want to provoke the Franks yet.
The next step is to sit back and relax. Look at the world you crafted, pop open a beer. Be proud of your accomplishments. You've achieved greatness.
Huns - Conquest, Bloodlust & Flames!
- because you're a sicko
- because you can
- because I did it and you're jelly
- because you want to sell the units from the eastern front to gain some gold & reduce your expenses
- because if you don't, they will attack Trebizond/Theodosiopolis on Turn 50~55
There isn't much to talk about with me, you have a lot to explain to your therapist, since the Huns have only Atilla's Court left.
Let's just steal their last toy from them!
In the map, green hexes show the "good" ones for movement, red hexes shows the "bad" ones. Purple hexes show the water tiles.
The leftmost path is in principle far better than the middle path. That's so true, that the Huns uses it to send troops to Trebizond and Theodosiopolis. You will encounter their troops mostly on the leftmost path. Avoid attacking them; they will ignore your troops and once they reach your cities, they'll be well defended. The middle path is only useful because the other two will be jammed.
This is thanks to the fact that the Huns ignored my army on turns 44-47 and on turn 50. That might not be the case for you. Furthermore, if realise you don't have enough troops once you reach Atila's Court, it will be far too late to send more up. Better safe than sorry!
There is another worry: happiness. Atila's Court was a huge city with 21 citizens; taking it will hit you with a massive -13H. You have to be prepared to accommodate this. I also took it on turn 60, meaning that I never had the time to build courthouse or starve it.
With the Huns eliminated, you can send those eastern troops to their well deserved retirement. You did it, you crazy SOB, you did it...
Franks - Defending Your Honor(ius)
Okay, now we need to put back the "serious business hat". Unlike Nero, our objective here is not only to watch the world burn, but to win the scenario while the world burns. We can't do that if the Franks, Vandals or Celts get enough points to win.
In most of my games the Vandals and Franks could easily hit 4600 points if left unchecked. We need to check them. With a pointy stick >=)
These are the cities that are usually taken by the Franks:
- Lungdunum (also Celts too, too far)
- Trier (also Celts too, too far)
- Casta Regina
- Milan
- Genua
- Massilia
- Narbo (we'll prevent that)
- Ravenna (we'll prevent that)
- Rome (we'll prevent that)
Nevertheless, this part of the game is really though. The Barbarians take little damage and come en masse. It is not even funny how much more powerful they can be. You have to proceed with care, since those western units are hard/impossible to replace.
- Genua: Turn 23 to 29
- Massilia: Turn 29 to 31
- Narbo: Turn 31 to 44
After taking Genua, the Franks will start marching towards Massilia: repeat the formula there! I only delayed them for 2 Turns (oof). Narbo could be defended more properly and it never fell. Be mindful of where you're placing your Dromons, several tiles do not have a very good line of sight because of hills.
- if the Franks take this city, they will very quickly attack Sirmium, Nicopolis and your western front will be in danger.
- the AI will fumble several times and leave vulnerable embarked units in the Adriatic Sea
You must march early on to this city and fortify your units around. I never found a good spot to place my units, but be creative. Let your archers have sight to the Adriatic Sea to targed embarked units. Give the Franks one, at most 2 hexes to attack Ravenna: we want them to waste their troops here before we can reclaim Milan, Genua and Casta Regina. Be prepared to close the hexes if Ravenna threatens to fall.
On Turn 38 Ravenna was pretty much already safe and the Franks would be soon tasting the byzantine steel in Milan!
On Turn 39 Honorius retakes Massilia (dumbass) and the Franks take it again on Turn 40. Nevertheless, this fluke helped me defend Narbo, since the Franks split their forces to take Massilia again. On Turn 42 I started attacking Milan, causing the Franks to spread their defences: with that, I reclaimed Massilia and defended Narbo.
After you retake Milan and Massilia (Turn 44), the Franks will be fighting in too many fronts and will start spreading. That's the perfect moment for retaking Genua. I rescued it on Turn 48 with the troops from Milan.
Another option is to wait for your troops from Apulon to come and help reclaim Casta Regina, but that may be a long wait. The best option I found so far is to troll the AI and build 2 citadels on the only 2 squares they give us. The Franks will leave the adjacent hexes, allowing you to attack Casta Regina without a problem. It can be done, in principle, on Turn 52-ish.
Why didn't I do that? First, because I did not have two Great Generals ready (duh). Second, because Honorius is a bloody troll and parked a Legion on the second hex for several turns. After some patience, the trick was used. The following image is mostly for bragging.I built a Citadel on the highlighted hex, but I think it was not really necessary. In my case, I even let Tiel fall on Turn 67 to then re-take it. Tiel is not an imperial city, so it won't give the Franks any point. Plus, their units wasted the turn taking it, which is exactly what I wanted, so meh.
In the end, it is a nice finishing touch to raze Tiel while marching West.
Vandals - Defending Your Honor(ius)
- Gades (too far)
- Olisipo (too far)
- Emerita Augusta (too far)
- Brigantium (too far)
- Rusadir
- Carthago Nova
- Iol Caesarea
- Tarraco
- Carthage (we'll prevent that)
- Syracuse (we'll prevent that)
This is a general advice but let me stress this again here: DO NOT LOSE ANY UNIT. SAVE AND RELOAD. Any units fighting this far west is faaaaaaar too precious. They cannot be replaced, they took 30 bloody turns to get there. DO. NOT. LOSE. UNITS.
These units will arrive west during late game, meaning that they will face toughened barbarians, and will have to deal with barbarian units popping out of thin air in Caput Vada on Turn 40. Be patient!
Don't feel bad if you need to defend these cities. I had to in my first playthrought. Just try to speed up and see how well you do!
I abandonned Tarraco on Turn 38 and went to attack Iol Caesarea instead, a questionable decision (Tarraco fell on Turn 42).
At this point, I went all in (even because the game was about to end anyway) and took Carthago Nova on Turn 62. The Vandals split their forces, but be ready to help defend these cities - Honorius wouldn't defend the cities properly alone! You can use the Dromons to bombard the attackers, but several tiles are behind hills (look the screenshots). Fortify some unit north to Carthago Nova to help with the defence.
Take your time wiping the Vandal's Trireme and gathering XP. Several of my Dromons got the Range promotion in the process, which is priceless. At Turn 52 I had a huge fleet, with which I could easily take Iol Caesarea, Carthago Nova, Tarraco and Rusadir.
However, notice that defending Iol Caesarea is not that trivial (see the screenshot). The Vandals invest rather heavily on retaking it and you probably do not have many land units to defend. Fority some unit on the marked hex (it is actually protected by the rivers) and bombard them with your Dromons, otherwise Iol Caesarea will fall again.
The "stop it, it is already dead!!!" Section
So, here are the cities which should fall if you plan properly.
End Credits
It took me forever to complete this guide, because every time I finished this scenario, I noticed that "I could to a little bit better and take city X at least Y turns earlier". However, I am now truly satisfied with the results and I definitely will not try to play again and attack Cologne from Apulon to disperse the Franks, nor will I aggressively press on Rusadir and Caput Vada on Turn 40 to lower the defences in Tarraco and Carthago Nova and shun the Vandals.
Lots of things can be improved and now with this guide written, I can see a couple of mistakes I've made. For instance, I have prematurely starved several cities, reducing the number of citizens and thus VPs per turn; in fact, you can surely get more VPs.
You see further mistakes I've made? Well, do it better than I did, and then write a comment below ;P
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