
It's hard to even call those military conflicts between the Etruscans and Rome, when they were more like social uprisings that were easily quelled, and didn't involve any battles. The second was in 241BC when the Romans crushed an uprising of the Falerii. Those Etruscan patrician families then pleaded Rome to help them take back power by military intervention, which the Romans did in 264BC. slaves and freedmen) of the Etruscan city Volsinii (which had been a client of Rome since 280BC when it lost its war with Rome) rose up against the ruling Etruscan patrician families of that city and started curbing their power with certain laws in 265BC. With the CiG DLC factions with client states can recruit units from those states, so limited rosters are not more a problem as before and you also have mercenaries as a possibility.Not to be blunt, but why bother redoing the Etruscans? By the time of the game (from the top of my head 271BC?) all the Etruscan cities were at best client states of Rome, and the only two military clashes that happened within the game's time period was when the lower social classes (i.e. It is up to you as the player to make it so that also in face of all the difficulties you can still win with them. Some factions will always remain inferior (even strongly) than others, no matter what. If you think we will add for them units that didn't exist to make them stronger than they were this is not what it will happen. Still they never had a very strong military and this is to be taken in consideration. Or, are those bonuses seemingly better to account for a lack of a more dynamic/expansive roster so that they are somewhat competitive?


Speaking of faction differences- are there any plans to flesh out the faction and dynasty bonuses (especially for the "major" factions)? I like the custom ones for factions like Syracusae, Royal Scythia, etc.

I know there are mods out there that will bolt-on units for faction like Parthia in order to have a roster as varied as the Seleucids- at that point it's a matter of picking a faction based on which direction you want to move across the map Personally, I like having to account for gaping holes in a roster- it forces one to go with mercenaries, client state recruiting, or just playing a bit more cautiously and cleverly than usual using solely my faction's units. Compared to Shogun 2 you were essentially picking a starting position with a very small boost to some aspect of your army whereas DeI really makes me think about what faction to pick for campaign, how to build my armies, how to augment them, how to use them when I fight X, Y, or Z. Disregarding the idea of historic simulation, you still create an environment where everything is notably different. That is the main feature that lures me to this mod- every roster has pronounceable strengths & weaknesses.
