The Historical Cartographers' Society steps in! Thanks guys, and good to see this map still kicking

The last two updates in particular were a big step in the right direction I think. There are more than a few places that could use some simple tweaks for even better clarity, but I'm not really concerned. The color-coding in the Government section was big boost.
As for the gameplay itself... Nola's comment about this being 2 maps ideas struck a chord with me. Obviously it could turn out to be a nice fusion (sort of 2 'subplots' in one big 'meta-plot') but I'm going to think about it for little while, hopefully you can as well... I know it's not easy to question concept at this point, but I think it was a valid concern. You're modeling a broad historical context (which you've done well in other maps btw) but the map is very, very heavy on the Roman side of governance and very, very light on the Barbarian side. Yet in terms of steady bonuses and starting positions the Barbarians have precedence. It makes for a bit of a schizophrenic role for a player, as they seem to be both Roman Defender and Barbarian Conqueror. In 3rd Crusade or Napoleonic Europe, the role was clear- as leader of one of the major participating kingdoms/nations. It could be argued that the case with the Barbarians vs. Romans wasn't so clear cut, as the Barbarians were often hired out by the Romans to fight other Barbarians,; ultimately the Visigoths were Latinized Barbarians who settled on Roman lands in return for their fealty to Rome (temporary as it turns out thanks to some foolish governors). But I doubt many players are going to read that much into the setup. This is sort of important because these sort of maps offer the feel of taking on a historical role, and that's their main draw (besides attracting the die-hard tactical players who flock to complex gameplay like a moth to flame).
Don't panic, btw, I'm not going to bounce this back to the Drafting Room, I just want to ask myself some questions and see where it takes me before moving forward.
I guess one way that I'm going with this is to ask- why did you choose the sort of gameplay elements that you did to model the Government and the Barbarians? In 3rd Crusade and Napoleonic Europe for instance, you chose to model varying aspects through bonuses and combinations to get bonuses. In Conquer Rome, you're using a number of special 1-way attacks and bombardments plus bonus combinations. It makes the gameplay more... well, Byzantine (forgive me). But does it contribute to the overarching concept in a way that a simpler bonus modeling system can't?
Anyway, I'll stop my musing for now. I apologize for the length of the post
-- Marshal Ney