IT: Aquileia Worker-->Barracks. Milan Worker-->Barracks. Rome Legion-->Legion. I optimize Rome for a legion every 4 turns. Eboracum Archer-->Archer.
334 AD (6): Legio IV Gemina kills a Vandal Raider, losing 1 hp and promoting to Elite.
I scroll through cities to check unhappiness. Man things are bad. Have to hire Scientists in a few cities.
336 AD (7): Move units around. Check for any new unhappiness. Kill a Vandal Raider north of Aquicum. I change my mind on building a colony on the Iron in England, and decide to build a colony on the furs and rush a Harbor in a few turns instead, thus giving us 3 luxuries as well as in England. In addition, the furs will let us immediately fire the entertainers in England, giving us either 9 extra science or 6 extra gpt.
IT: The Celts land a Raider north of . Massilia Worker-->Barracks (Only about 40% corruption, so worth it for building units).
338 AD (8): Kill two more Vandal Raiders. Destroy one of the four Rhine Barb camps and net 25 gold. Trade around our WM for 14g + assorted maps. Notice something unsettling:
One down, seven to go for the Eastern Romans.
[IT]: :saiyan: Franks sign Peace Treaties with the Celts, Anglo-Saxons, and Vandals :saiyan:! A Celtic Raider dies attacking Derva, promoting its Garrison to Veteran. Tarentum Worker-->Worker.
340 AD (9): I give the Franks Polytheism to Ally vs the Anglo-Saxons - hopefully they'll attack and go to war with the Vandals and Celts. An archer frags another Rhine Barb Camp. I maneuver our troops to attack the last Celtic city in Scotland. Too late I discover that a road leads all the way up to the Vandals! That's what I get for playing the Sassanids last time and not one of the Barbs:
Rome is at 13spt, which means that after 3 turns it will have 39/50 of the legion done. So I switch it from a forest to a fish to net +2 food and +3 trade, and still get 11spt.
I cash rush the Harbour in Eboracum. Micromanage all cities to prevent disorder - doing this every turn is tedious but necessary. That 3rd luxury will really help.
IT: A Vandal Raider dies attacking a Visigoth Raider! The Celts drop off another raider North of Deva. Rome Legion-->Legion. Eboracum Harbour-->Archer.
342 AD (10): Trade our map for updated maps + 5g. England is still not part of the trade network, since there are still a few tiles of unexplored sea blocking it from the Mediterranean. That can be remedied next turn though. Kill a Vandal Raider.
Battle of Dalraida:
-Legio II Augusta loses 2 hp, but KILLS a Vet Spear.
-Legion XX Valeria Victrix loses 3 hp, but KILLS a Vet Spear, promoting to Elite! That was close.
-Vet Archer DIES, but does 2 damage to a Vet Spear.
-Elite Legio VI Victrix loses 1 hp, but KILLS a Reg Spear. The damaged spear comes back on top.
We have a Reg Garrison left, but I'm not chancing 1 att vs 2 def, especially when another loss will promote that Spear to Elite. We'll take it next turn. I cash rush a Catapult in Deval, which may be

if it gets razed next turn by that raider.
Augusta Treverorm is a good example of an 'ideal' backwater city:
By producing 6fpt, it can support 1 labourer and 2 specialists. Luckily quite a few of our cities have a 4fpt tile nearby, so once we get some more workers going we can get a few more specialist cities. This is as good as it gets for the Roman Empire.
IT: We get lucky as our Garrison goes down to 1 hp before rallying and beating the Raider. That was too close, I should've rushed something there earlier. Deva Cat-->Walls. Legio (Horse Town) Worker-->Worker. Tarraco Worker-->Worker. Vindobona Walls-->Archer.
A major mistake, as one of our Galleys is accidentally in an Ocean tile and sinks! Damn it! I though it was in a sea tile; in Snoopy's mod it can be hard to differentiate. That'll cost us a few turns in hooking up England to the trade network.
344 AD (11): We kill the last Spearman at Dalraida and raze the city. Celts are down to 6 cities. I recommend we sit back and let them drop off settlers in England, and once they found a city eliminate them. Or we could take the fight to Ireland. Kill a reg barb raider near the Rhine. Attack and KILL a Vandal Spear in Rusicade - a reg spear remains though, so no razing. Attack a Vandal Raider with an Elite Legion and win - GAME PAUSES - but no leader. Sigh. Trade our WM for 8g. Micromanage more cities to avoid disorder.
IT: More Vizigoths head towards the Vandals. Neapolis Settler-->Settler. Milan Worker-->Barracks.
346 AD (12): Legio VII Gemina (the one from Spain) kills another reg Barb raider. We kill another Vandal Raider, but go down to 1 hp and finish next to a fresh Vandal Raider *gulp*. We attack Rusicade again, killing another Spearman, but we go down to 1hp and a reg Spear still remains! Dammit, I wanted that city this turn.
We finally open the trade route to England! Many of our 2 pop cities can now fire their entertainers and reach 3 pop/6 fpt/2 specialists much quicker. We're losing some gold now so I fire some scientists and hire a few tax collectors.
IT: The 1 hp legion is killed by the Vandal Raider, and a Reg Garrison is killed by a conscript reg. Barb Raider. I guess the RNG is getting back at us for our British successes. Aquicum Walls-->Catapult.
348 AD (13): Reg Archer frags a Rhine barb camp, promoting and netting 25g. VII Gemina then disperses the last Rhine camp. Good riddance. Our Legions kill a reg Spearman and destroy Rusicade. One Vandal city down, 7 to go. We found Veii on a nice spot near Rome and Neapolis on the Adriatic, and it starts on a Barracks. Carthago Nova, Durcotorum, and Vindobona all reach the 3pop/6fpt level this turn and thus hire two specialists.
IT: Vandals and Ostrogoths make peace. A Celtic Curragh bypasses Deva and heads for the southwest tip of England - I'll shadow with a Galley and send a cat to hopefully catch it near the coast for a bombardment. Rome Legion-->Legion. Carthage Settler-->Worker (some mineabler tiles around Carthage).
350 AD (14):VII Gemina kills the last of the Rhine Raiders. Carthagian Settler boards a Galley, will head for a spot near Rome (ancient Etruria).
Eastern Rome loses another city:
That's 2 now, and they have 6 left before elimination. I'm worried about them - I don't want the Huns and Sassanids marching around the Black Sea at us - but I don't really know what to do to help them. We've got enough to worry about on our own.
Londinium, Eboracum, and Aquincum all reach 3pop/6fpt and hire specialists.
And I'll stop here; 350 AD is a nice round number so I won't go for the full 15 turns. Note that every round after this is 10 turns - I took 15 just to get us started (and to seem some

).
Some notes for the next ruler:
-The only unmoved unit is the Galley shadowing the Celtic Curragh. I'll leave it up to you to decide how to move.
-Rome grows to size 9 next turn, watch out for disorder.
-You may want to sign more alliances against the Huns and Sassanids to prevent an Eastern Rome dogpile.
-The Worker near Lugdunum is there to irrigate the wheat, thus giving that city the 3pop/6fpt/2 specialists setup.
-I'm building mainly cats and archers, with a few settlers and workers, but by all means feel free to veto any build orders you want.
-I haven't seen or heard anything of the Anglo-Saxons, so either the Franks are taking care of them or they're turtling and building up their forces.
-The settler on the galley is intended for here:
THE SAVE