Let me first say that it is a great mod that I've really enjoyed playing the last weeks. I will post my impressions and also give a few suggestions, some are small others larger. I do know what work you have put into this, so please regard my suggestions as me thinking out loud rather than me saying "do this".
1. I know this is a highly controversial subject, but I actually thinks that you should remove the Romano-brits as a playable faction and replace them with, for example, the Angles. The historical sources from this period is, to say the least, scanty and to claim that there was a united political entity known as the "Romano-brits" with a leader named Vortigern is rather controversial. The mere existence of such a man can - and have been - questioned. After the Roman departure it is, from a historical point of view, very hard to say what happened. We do know that a series of small-scale and mutually antagonistic kingdoms popped up under the banners of local war lords such as Cuneglasus, Maglocunus, Vortipor, Constantine of Dumnonia etc. A large scale invasion made by the Saxons is also very much in question, it is more likely that they came as settlers, mercenaries and merchants rather than invaders. It would, I think, be more interesting to have the Saxons, Angles and Picts/Celts fight it out on the island.
2. One should be able to recruit Germanic mercenaries on the Italian peninsula.
3. Make a land bridge between the Gibraltar to enable a more possible scenario of both Vandal and Mauri/Moorish invasions on the two continents.
4. Create Arab cavalry mercenaries. The Arab cavalry was feared and was used as an elite force by the Romans on several occasions.
5. Use Razor's late Roman general for the ERE!
6. Make an optional downloadable patch that disables the 4tpy-script.




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