Hi all. Posting this 149 turn review of the Romani for returning players to reference who may want an idea of what the Romani campaign is like in 2.35A R2. I will post a screenshot of the campaign map tonight. Also, please note that this exposition is shaped only by my experiences in the game and may differ from others. In short, this review will be most helpful for new players, returning players, or those who prefer a slow expansionist gameplay that imitates Rome's historical expansion.
Campaign Difficulty: Hard
Battle Difficulty: Normal
Romani Overview
Not much has changed for the Romani themselves. Nevertheless, some factions around the Romani have received significant attention this update, and these refreshed factions can alter the Romani playthrough quite significantly compared to pre-2.35A R2 campaigns. To begin, I'll overview neighboring faction capabilities and achievements up to turn 149 in my campaign (2 turns prior to the Polybian Reforms firing via the conquest of northern Italy and Sicily):
Carthaginian Prowess
The Carthaginians, Rome's historical rival for dominion in the western Mediterranean during the 3rd century BCE, is now a capable adversary to Rome in the early game of EBII. There are several reasons for this, but paramount is the now obstructed land route between Libya and Cyrene. Carthage's previous proclivity to venture into the Ptolemaic sphere of influence no longer hampers the Carthaginians, and, as a result, Carthage focuses its early attention on Iberia, Mauretania, and Sicily. In tis playthrough, Carthage besieged and captured Messana on turn 12. As scripted, an event then prompts the player to attack the Carthaginians as retribution for violating the Roman-Punic treaty vis-a-vis Sicily. While my 1st Punic War began 5ish years before its historical start date, this early invasion by Carthage was a welcome change from its previous policy of retrenchment seen in previous updates. Nevertheless, Carthage's early gains are quickly negated by the player and the Punic empire is further restrained by an Iberian empire rising in the west.
Carthage tends to utilize its navies quite aggressively. Expect blockades to stifle your ports, amphibious attacks on Sicily, Corsica, and Sardinia, and elephants to join the Carthaginian incursions more frequently than before. A note for any nascent Romani campaign: ensure you station at least a half-stack in Sardinia as a garrison. Even more than Lilybaeum, the Carthaginian's value Sardinia and will attack it relentlessly once the Romani fly their banner above its battlements. Otherwise, the Carthaginian threat is rather limited given the surprise ascent of other western Mediterranean factions that prevent Carthage from achieving its Barcid aspirations.
Arevaci Dominance
Balancing Punic aggression in the Mediterranean are the Celtic-Iberian tribes unifying under the Arevaci's banner. In previous editions of EBII, the Arevaci were a limited, impotent Iberian nuisance. A veritable footnote to any Romani campaign. That, I am happy to say, is no longer the case. In fact, the Arevaci are currently the preeminent power in the Western Mediterranean. They control every Iberian city except Gader - clung to by the reeling Carthaginians - and several additional provinces in southern Gaul. The Arevaci destroyed the Luisitani within 100 turns of the campaign, and quickly moved north to secure southern Gaul before the Arverni could intervene. Now, the Arevaci have taken New Qart-hadast from the Carthaginians and trade blows with the Arverni in southern Gaul. The Arevaci are one of the factions who received sweeping changes to their campaign in 2.35A R2, and their meteoric rise as Iberia's superpower is a pleasant surprise to the Romani campaign. It should add a significant challenge to Rome's midgame, and provide competition to Rome's Polybian maniples who tend to wipe the floor with Carthage's early Libyan infantry and the shock troops of Gaul.
While I have yet to clash with the Arevaci, I have never been so excited about Iberian expansion in my time of playing EB (I or II). The Iberian and Celt-Iberian units are some of the most aesthetically pleasing in the game, and it will be a welcome challenge to fight the Brigantoi en masse.
Arverni Supremacy
Another significant change from previous versions is the expansion of Gallic tribes in western and central Europe. The Arverni, Aedui, and Boii all controlled at least 5 territories each by turn 100 in this campaign. The Gallic tribes, in my experience, are notoriously slow to expand and quite often fritter their time in a defensive posture. The Arverni were ascendant by turn 120, controlling 8 territories (including Liguria and Massilia). My Consul, leading an army of Camillan troops, found it difficult to capture Liguria and expel the Arverni from the Italian side of the Alps. I felt a tinge of nostalgia for the original Rome where the Gauls controlled Mediolanum at the game's start leading the Julii and Gauls into conflict quite quickly.
Given I declared war on the Arverni to claim Liguria for the upcoming Polybian reforms, I'm not sure how aggressive the Arverni would be independent of my attacks. The Arverni have honored the tenuous peace treaty we agreed to after I claimed Liguria, so they may not be too aggressive against the player. Note the burgeoning kingdoms of the Arevaci and Pritanoi may restrain their aggressiveness. Regardless of their aggressiveness towards a human Romani, the Arverni seem to expand much quicker than previous updates and will add to the challenge of conquering western Europe as the Romani.
Pritanoi Expansion
"A surprise to be sure but a welcome one," is an apt quote to summarize my thoughts of the Pritanoi at this stage in the campaign. The Pritanoi control the most territories of any faction west of Anatolia. They captured the British isles, seized territory in Belgae and Brittany, and have now seized three territories from the Aedui to give the Pritanoi dominion of the entire coastline from Brittany to the Sweboz with some forays into the heart of Gaul. Compared to previous campaigns, where the Pritanoi rarely left the isles, let alone uniting them, the current version of the Pritanoi promises to be a unique experience for the Romani who will undoubtedly be fighting the Graeco-Diadochi by the time they reach the fringes of northwestern Europe. The last Romani campaign I played in 2.2 had a Pritanoi faction restricted to its starting city by turn 300. I am excited to confront a woad empire descending from the north with fury.
Additional Thoughts
The Romani remain a staple of the EB II experience and one of the best experiences for new and veteran players alike. The recent changes to the EB II campaign and to other surrounding factions has added some additional challenges to any Romani campaign that will provide veteran players a new enough experience to warrant another playthrough. New players should always consider the Romani campaign for their inaugural venture in EB II due to its unique mechanics, the Polybian and Marian reforms, and the ecstasy of replicating the Romani's historical exploits. Overall, I think the modders have done a wonderful job on the mod in general, and each new update continues to improve the experience in meaningful ways that affect gameplay, not just the aesthetics.