Don't mean to derail the thread but does anyone have a guide to follow for one of the Barbarian factions?
In my current campaign as the Arverni I'm trying to think of something but can't come up with anything more than
1: Governor: sent to Bibracte or Roma for schooling, 5 years
2:Must be governor of the same province he started out governing until he dies
3:Can raise troops as a garrison
4:If he achieves the Arjos trait he can order a General to go on an expedition/make war with a faction, with or without due cause
5:Can be a candidate for Faction Heir
6:Can order exploration/colonization missions
7: The governors main concern is to build income. If there the Verrix decides there is no direct threat to Gallic lands during wartime, the Governor of a province make spend as much of the treasury as he wants to construct buildings that will increase profit in a settlement. If the Verrix does indeed decide there is a threat however, the governor may construct no buildings, as all funds are directed towards the military.
1: General: Can either raise an army by building a fort in Arverni land and recruiting troops from nearby provinces; then go on a Campaign
2:Can guard newly conquered garrisons
3:If the general faces a Crushing Defeat he must give up the rights to lead his men and live in exile in Sicily, or Sardinia, Corsica, or Crete, he will lose the right to train armies for campaigns but may still recruit for garrison
4:Can retire between ages 45-55, although mandatory retirement is age 55. After retirement, he may choose to become a governor in one of the provinces he has conquered, but only in one of those provinces
5: Cannot be a candidate for faction heir
6: Can choose be part of the Enforcers, a band of noble cavalrymen that react to rebels and Brigands
7: He cannot use any garrison intended troops (Lugoae) as warriors, but has no strict composition of his army other than infantry must outnumber cavalry 3:1
Diplomats/Spies/Assassins:
Diplomats act as representitives of the Keltoi alliance, they may:
trade map information freely
obtain trade rights
they may NOT try to make peacedeals, as the Arjos consider it a sign of weakness
Spies: answer only to the king, to prevent the Arjos from using spies against each other, absolutely NO spy can remain in celtic land for more than 2 years after recruitment
Assassins: Also answer to the Verrix. Must leave Celtic lands after a few months of recruitment. After out of Celtic territory, they act as rogue agents to try to prevent a military response if an assassination goes wrong. A usual team of 3 spies, 3 assassins, and 2 diplomats go on a mission to a foreign nation to scout it out before an invasion/as a peacetime reaction to a Nation making an alliance with an enemy of the Arverni
It's only a start, does anyone else use anything like this?
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