So, I had initially played an Aedui campaign looking for an “infantry faction,” unlike my previous playthroughs as Baktria, Hayasdan, and Saka, and was surprised that the Aedui had such effective cavalry. After playing a while as the Aedui, I decided to give Sweboz a go. Overall, I enjoyed the campaign, though I thought it was weaker than several of the others I have played.
Sweboz is a real infantry faction. Their heavy infantry, especially their bodyguards, are really good. Enemy Germanic bodyguards would often fight to the last man without ever dropping below “Eager” moral. Charging enemies with a big block of spearman and battering straight through their lines was a fun change from the usual envelopment or cavalry-micro battles I have fought with other factions.
The biggest challenge in playing Sweboz, however, was not military but economic. On Turn 2, Sweboz’s starting province is devastated down to zero revenue by three or four large rebel armies on their borders. As a result, my treasury rapidly fell to around 25,000 in the red by turn ten; I was unable to recoup these early losses until close to turn 40. Fighting lots of rebel armies in a row without being able to reinforce was pretty epic for the first five or so turns; waiting thirty turns to build anything at all was a little less fun. My understanding is that these multiple rebel armies were added primarily to constrain the advance of the Sweboz AI in the early game; of course, the AI doesn’t have to worry about devastation. The team might want to reconsider how to balance Sweboz AI expansion without totally denying the Sweboz player resources in the early game. Alternatively, if this level of economic difficulty is intended, I would recommend classifying the Sweboz campaign as “Nigh-Impossible.”
Sweboz also felt less complete than several of the other factions I have played. As noted above, cultural conversion buildings and family member traits are not operating properly. Furthermore, many Sweboz buildings lack even basic descriptions - over half of their various tribes, and most of their regions remain to be written. The broken cultural conversion was especially detrimental, as this is how Sweboz recruits most of its units. Conceptually, I really like the idea of different tribal expansion unlocking different recruitment options.
Although the tribes have some variation in recruitment options, the differentiation is pretty minor - basically, whether you get to recruit a cavalry unit, or not. Although the Sweboz roster is pretty well-rounded at the moment, the tribal buildings would be much more interesting if they unlocked special recruitment options, like specific Marcomani or Cherusci units (perhaps as a longer-term goal?).
A final note on the tribes - Sweboz government and migration buildings are very expensive. Between the “Lesser Swebic State” (which is more expensive than the homeland), the preparatory migration building, and a single tribal building, the total cost of migrating to a new region is something on the lines of 20,000 mnai per region (over 50,000 if you’re migrating three tribes). This seems like a lot compared to the government and recruitment buildings of other factions. It’s especially difficult given how poor most of Germany is. Of course, my estimate of the value of these buildings may be colored by the fact that Swebic cultural conversion appears to be broken