The assault reaches Rome but loses momentum after hard fighting and the death or flight of senior commanders. The troops needed more time and better organization before the attack. The player withdraws and restores the game to the point before the assault because the result is strategically unacceptable. Speed was meant to compensate for a force made almost entirely of light infantry, yet the shortage of troops able to absorb punishment made a rushed siege especially dangerous.
Chapter · 4:05:41-4:11:15
The failed assault on Rome exposes the cost of rushing
After the attack collapses, Roman resistance, poor timing, command losses, and an army built around light infantry become the reasons to withdraw and rethink the siege.