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I use the 2 armies at this point to expand and hold walled settlements. Thus your King can to go North into WRE's walled settlement North of Gaetulia; from there send your newly created army to the walled settlement North of your capital.
At this point, the ERE usually send stacks to your Capital, but by this point, you should have used those few turns to contruct an army for defense of your capital.
Focus on the west. Defeating the west will make you friends with the rest of the barbarian world and allow you to later focus entirely on the East.
But not as much as a rebellion taking my outlying towns.
Construct a Hamam in the capital, and you can use you're newly conquered Gaetulian lands to hold a camel farm.
Once you conquer the Gaetulians - Preferably within 2-3 turns of the campaign (also make sure you get the better mercs, they tend to buy them within the province as well.) you'll want to wait perhaps 3 turns for public order to subside.
And, if you still have your trade agreement with the WRE, then see about getting one from the ERE for a few turns, as a result of building a relationship with their allies. This opportunity diminishes, depending on their faction leader's traits, and your overall relationship.
Ultimately your capital should be (Mid-game) developing towards maximum economics, as you'll want Aegyptus, and Mauretania to be your recruitment center.
Egpyt and Africa's province will be your bread basket /food stores; but, maintain adequate local food supply everywhere else (Aethiopia, Mauritania, Sahara, Tripolitania, and Libya). Use fishing jetties when necessary, but ensure you've accounted for the -2 Sanitation & -2 Public Order that they bring with them.
Garamantia has the added bonus of +15 melee attack in the desert, this allows your infantry to hold and cut the lines of your enemies.
You also get very quick (within 3 turns) access to Armoured Camel Warriors. As such, armies should reflect this by have at least four camels - up to six, if you can afford the upkeep.
From there, 4 Desert Shields for counter-cavalry, a collection of Mercenary Legionary Defectors, and bows/hurlers (in campaign I usually go 3 Archers/1 Slinger).
Slingers have the added bonus of applying a -25% speed reduction on cavalry. Combine this with the low armour, and in the case of Tier 1 light cav, low HP, slingers can prove quite devastating, even for unarmored camels, as their speed of 73 is cut down to the high-50's.