Then, Flemish will only be a rebel faction. It is the same for Burgundy? Don't know if they have an important impact on that period

. If not, I'll move it to a rebel factions as well.
Several ideas for this project:
-A total rework on the units in game. I'll try to make units more realistic by adding several weapons for a unit. For example, the feudal knights will fight with a combination of maces, axes, swords and hammers. Specific weapons and training will make that unit only use that kind of weapon (Eg. Pikemen)
-Adding heroes for factions that will appear with a script (period or triggering event). Some heroes will be included, please fell free to share idea for heroes as well:
Joan of Arc
William Wallace
That's only the two ones that come in mind for now.
-I'll do a revamp on the buildings as well adding new buildings. Suggestions are welcome.
-Since there's much more less factions to cover than the Grand campaign, I'm more free to gives each faction more unique units, trying to have less generic units and new mercenaries.
-I'm interested to make the faction name to his native language name (Eg. Royaume de France). Specific/unique units will also share the native language name. (again, Eg. Chevalier Français, Lancier). I'm pretty lucky on that part because most of the members in TWC are Europeans
-This one might be interesting, since all the factions are Catholic, it will be useless to continue with religion. Do you remember the Britannica expansion campaign? There wasn't no religion but culture. I would like to add this into this project as well. Let say your're playing England and you decide to invade Norway. Since almost no English culture is implanted, several Norway units will be recruited and most of the English roster will not be available until your culture is high enough to recruit your units.

I'll need to know what is the limit of different culture I can implement

EDIT: Ishan answers my question, only 7 culture can be added, quite scarce but I could work it
