I have just come back to the mod after an absence for a couple months, and am still trying to catch my bearings. I had a few suggestions and observations so here it goes:
Currently playing as the Suebi
Cosmetic
Now when my unit has an armor value of 40 or so and they are suppose to be a heavy infantry unit, the fact that I have men in my units that seem to have not only forgot their armor but their shirts as well kinds makes me think "wait a tic somethings amiss". Now I can understand a few shirtless men for the levy units and of course berserkers, wild infantry, and naked men just have to naked, but when they start finding their way into main line heavy infantry I am a little dissapointed. Suffice to say you might be seeing a submod posted up with a few changes.
Examples:
Langobardoz: Armor value = 42 Equipment: cloth, leather, chain, & helmets
Gaizoz Frije: Armor value = 42 Equipment: cloth
Khapubardoz: Armor value = 25 Equipment: cloth, & leather
Korodrougus: Armor value = 44 Equipment: cloth, & shirtless
Unit Rosters
Playing the Germans there seem to be alot of filler units that serve to clutter things up for the most part and serve no real purpose. Now that the blanket statement is done lets go with examples:
The Frijaz version and non-Frijaz version of units that only seem to have a moral difference. Now yes that makes a difference however these are lower tier units and are easily outclassed by medium units, therefore I am wondering why waste the space with two versions when I really don't care about them but for a split second in my recruitment phase? If they serve some other purpose as lets say a Garrison troop then perhaps its time to do some spring cleaning for the recruitment roster and remove some of the fluff.
Gautoz Ridanz Frijaz (light spear) vs Ridonz (light melee) almost the same cost and same upkeep. Now I am wondering why have 2 seperate units that as far as I can see have the same abilities, one is not faster than the other (at least acording to the stat box) and their combat abilities are almost the same.
These are just two examples.
Game Mechanics:
Not sure who proposed that garrisons cause a negative public order impact but it seems a rather silly for a historical mod, already found the submod to correct the issue, 2 cents.
I have not found any shield wall abilities on my german troops....
Not all the troops have the normal title in (insert english designation here) under their name, I do kinda like that.
I don't know why there are giant green numbers on my naval ships.... BUT I SHALL TRACK YOU DOWN! and turn you into pixels....
I am unsure why but my food values are constantly fluxuating for positive 7 down to negative 5 just recently. I checked all my season modifiers in all my proviences, and under my faction tab and there were also no raiding armies, and yes no new buildings. I added up all my listed food values and things just don't seem to add up to what they should.... its almost killing the mod for me, and if I am unable to determine the cause I think this might be farewell for DeI. I also noticed that enabling and disabling taxes has an impact on food supply as well and I can't find any readout or description to explain these values...... and yes I had taxes enabled the whole time during the previous example.
I am not sure if you have gotten to run a balance pass on this faction yet but if you have there is some food for thought. I would really like to see the help docs edited to coincide with your mod as the buildings trees and units could really use something ingame like that. If I can figure out what is causing my food stocks to grow legs and run away I might be willing to offer my assistance in editing the encyclopedia to use with DeI. Anywho just some observations and personal opinions, hopefully it helps.
Cheers!