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Laporkan kesalahan penerjemahan
At least in the current state, one of the Belgic tribes has a unique ability to move through the marshes it inhabits.
Give it time is all I can suggest, Longbow have a track record of doing good work and taking on feedback from players, Gold itself was pretty much a massive revamp of the original PoM game based on communication with PoM's players.
Maybe when the modding tools are complete then the modders can do what you are looking for, I just don't think large scale unit differentiation will happen with the vanilla game due to it's historical nature by design.
Otherwise I just don't see any point in playing anything but Rome which is the only faction with a unique unit.
Though I again expect them to do this as it is what they did for factions in Gold, can't hurt to 'remind' them about it.
May help if you add a thread on the Hegemony forums over at the Longbow site if you haven't already done so.
Someone played to much Rome Total War. Druids never fought, ♥♥♥♥♥ swordmen were common to pretty much any celtic people (even as far as Turkey).
I think Hegemony Greece had it right. Diverse cultures (thracian, german, greek, persian), and a few flavor units for some factions (sacred band of thebes, spartian hoplites, etc.)
The way Gold actually worked was that there was a common set of units that factions got by default, and then each faction tended to have riffs on that. So, by default, you got Spearmen, Peltasts, Cavalry, and Hoplites. Some factions didn't have all of those units, some factions had extra units like Phelangites or Archers, and many factions had special versions of those units, such as Sparta's super-hoplites or Thessaly's heavy cavalry.
I figure this is how Rome will eventually wind up working, once its done. At the moment, the focus is on other things, so the factions are mostly stuck with the default unit set (except for Rome). Once the focus of development moves to diversifying the factions, we'll like start seeing Briton charioteers and more tribal specialties.
The other factions/tribes then have varying start positions and near enough the same units all over with 2 exceptions, number of native cities (ranging from 5 to 11+) and, certain tribes have booster stats that affect all units and buildings...
The Selassi have winter alpine movement.
The Suebi germans have -50% food consumption.
The Menapii have flooded marsh movement (as do the aquitani).
The Nervii and Helvetii have +20% melee damage.
The Arverni have missile damage +4
If you don't really care about what attributes then choose between the aesthetics of your troops, the versatility (romans vs tribes) and then the strategic starting locations. Different locations have different resources which (at least locally) can support certain strategies. (Eg lots of wood = more sieges, lack of farms = starving troops)