There haven't been enough debates on this forum lately, so I've decided to make an effort to start one
The Belgae have a good case to be a separate faction for several reasons, both historical accuracy and gameplay-wise. They would have (slightly) different units, because the Remi and Treveri (two Belgic tribes) were both reported to have strong cavalry, as were the nearby Batavians. Clearly the place was a good cavalry-producing area. Also, Ceasar reports that several tribes, including the Eburones (who destroyed a Roman legion), were "Germans west of the Rhine" (German or the descendants of Germans), though they had Celtic names. Their units may have some Germanic influences. I can imagine that they would wear more clothes as well, since it is a bit colder there than in Cisalpine Gaul and the south of France(BTW, I still think the Gauls shouldn't all be fighting bare-chested, only the Gaesatae)
The Gauls weren't united, and nor were the Germans. However, the unification of both of those lands happens way too quickly in ExRM. In fact, the Gauls are not averse to carrying on going and conquering more lands... Anyway, if you make the Germans into a central German tribe (Cherusci, Suebi or perhaps Cimbri), and the Gauls into a southern Gallic tribe (perhaps the Arverni, Aedui or even Sequani), then there is plenty space for another faction in between them. The Belgae were regarded as the toughest of the Gauls and certainly were a force to be reckoned with if they destroyed a legion, something not many Gallic tribes can claim to have done. It will make things more interesting for people playing as the Gauls and people trying to conquer the Gauls, as well as hold back the Germans.
An interesting possibility would be to add in the Channel Tunnel (I mean a landbridge of course) and have a rebel fort blocking the other side with an immovable character of a certain age within it. Since a character generally dies between 60 and 65, you could control about when the Belgae are allowed to start expanding into Britain (when controlled by the AI).
If you are wondering why they shouldn't be part of the superfaction, my experience with a superfaction is that they tend not to be too active. They seem to be active at the start, but even with a hefty money script they go inactive, training troops so they have a stack or two in each region but doing nothing with them (they do a good job of keeping the AI from capturing their regions though).
So, what do you think?




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