2SMST: Interesting. My only concern is that it would be inconsistent with our naming policy because we don't use diacritics (is it's not possible) and substitute the special letters with regular ones. I might consider changing the German names in this way though since we used the Medieval digraph orthography for Czech already. Hungarian did not evolve that much afaik in this respect and Polish uses digraphs till today although we again could not use many of its special letters... but Raudentius know Polish a bit and we're both history geeks so I believe we got those names right.
As for the München according to wiki the name is derivative of "Munichen" which might be a good name provided it's just few decades from the alleged founding?
2dia151: Many are under development but I cannot properly engage in the mod due to RL issues. We also discuss a lot of them still so giving you detailed list would make no sense as it will yet change significantly.
As for the lag unless you lag in the Native you won't have a problem. Number of factions is native +1. Number of lords is the same. The map is of Native size with slightly more villages than in Natives and one extra city (Zendar = Venice

). Maybe a bit more forest which is btw historically placed* (yes, we are that geeky about historical accuracy). Even troop trees are kept relatively simple and in line with what was proved concept in vanilla. The aim was to make the learning curve as smooth as possible and use the proved concept rather than venturing into unknown finding ourselves with ****load of bugs and imbalances humanly impossible to fix. So that's our design perspective.
King of Scotland Native framework means that we know that how are things balanced in Native they work pretty well. Combat tweaks etc. will come later after the initial (at least Beta) release. The 13th century is the century of heavy cav domination - the knights. In fact the biggest knight battles were fought by Přemysl Otakar II. (Kressenbrun, Dürknut) in this exact time and place.

Overally we'll have to testit extensively first and make balances based on that. I used to be quite fond of the Realism Combat sub-mod for 1257 AD for original MB with armour really matter etc. Unfortunately the way the weapons were used back then is VERY different to the way they are portrayed (romantically I'd say) in the game and most movies. That makes making combat realistic quite tough.
*The forests should be almost double their current size but the map would lag like hell even when being vanilla size.