Quote Originally Posted by Jolt View Post
Probably, non-playable factions might be evolution of playable AI factions (The turning from Bactria/Greco-Bactria Kingdom into the Indo-Greek kingdom, as someone already said it would be on) Another example would be the turning of Parthia/Pontus/Armenia into the Persian faction, the replacement of AI nomad factions if they conquered sedentary territories and turned sedentary themselves. Well, now that I think of it, it would be a hell good way of taking playable Casse away from the British Isles and instead of turning Britain into Eleutheroi Mountain Island, it could fill it with some non-playable factions. Another good way to implement Non-playable factions would be to make them available if they rebelled in territories which are originally under Faction control in the beginning of the game (For example, Babylonia). Those would be nice of taking advantage of Non-playable factions, though I don't know what's the hard-coded limit for implementing those factions in several different ways.

EDIT: Yet another way would be to create Factions for the migrating peoples into the EB map (Such as the Yue Zhi)
Your idea is interesting but, this mod is about realism so if you were to combine factions like Parthia, Pontus, Armenia into a Persian Empire, you would sacrifice realism, However another way you could fix these issues like the Casse, would be to provide the AI with massive amounts of early game financial aid and make their AI more aggressive, and expand into available space sooner. Another issue that I can see is that if you added non-playable, non-rebel factions to Britain or other places, you could potentially create a situation in which the AI players in Britain could reach an unbreakable stalemate, and the human player would simply come and use a simple divide and conquer strategy. Now your idea of non-playable AIs would work if the Total War AI was twice as intelligent.