Hi there!
First of all, I really like this mod and know the amount of work it takes to unlock a faction decently. Great job! I successfully unlocked some factions myself (partly thanks to this project). On the way I found out some things that can be interesting. Things that I have not found in any faction mod. Maybe you are aware of the mechanics, I don't know:
- some missing text bits like the amount of senators & percentages in political actions can be added by editing mod_factions.loc. (The amount of senators must be filled in editing factions_tables, the last column as you probably figured out.) Now that there is a politics system that is more to be reckoned with these percentages can be handy
- if you want your faction to have dilemmas, missions, incidents, you can add them by copying the missions of a similar faction in cdir_events_mission_option_junctions and campaign_subject_faction_restriction_junctions.
- I did not succeed in unlocking or transferring the greater faction missions, I think that is partly in the script, linked to the opening dialogue and edited with some 'mission manager,' (cf start_pos) but victory conditions I have successfully added by duplicating those of similar factions in the main_rome start_pos and altering if necessary. By similar factions I mean: Suebi~Gutones / Nervii~Treverii.
Of course, this is purely informative and I am sure you are aware of some of these things. It is a lot of work to add everything to your mod and I am not sure it is your intention, but on the other hand, this info can be interesting and if not for your mod, maybe for others who look for info. So I have added some examples below - cheers!