Well even then Anglo-Saxons were subjugated by the Normans, who then became England proper.
I'd love to see your interpretation of Anglo-Saxon England. I've been waiting to see that represented in a historical 4X game ever since I got into watching the Last Kingdom and reading the novels based on the show.
Plus having the Anglo-Saxons in the Antiquity Age in Civ 7 seems like a long shot, and I doubt they'd be put in Exploration alongside the Normans.
I do hope they're added -in some capacity- to Civ7; but I also don't think they're essential to Civ7's Antiquity line-up - they don't plug any meaningful gaps, nor set up any important Civs besides Normans and America. An Anglo-Saxon
leader otoh... Alfred and Aethelflaed would both go hard in this game.
As far as adding them to Timeline - currently no plans towards it. The second faction for the British will absolutely be Great Britain. If I add a third, then sure, an Anglo-Saxon kingdom (led by the aforementioned Alfred or Aethelflaed) could be on the table... but also, there are so many other Civs that
need to be added first.
I will post the line-up for the DLC packs after my last First Look though, as well as the longlist for the first expansion.
But first,
First Look: the ARABIAN Civilization
Hailing from the Arabian Penninsula, the Arabs are one of the most prominent ethnicities in West Asia. Rising to prominence with the invention of Islam, Arab caliphs have been able to conquer much of west Asia and north Africa, spreading their culture and new religion around. Many different dynasties ruled the Arabian caliphates, which prospered due to their strategic location on the Silk Road. Rich commercial centres arose which, due to the vast wealth being traded there, soon became vast learning centres - The Islamic Golden Ages, had begun.
Arabia's Civ bonus is called
Dar al-Islam, and enhances their State Religion. For each Holy City the Arabs control, they gain bonus Strength and Morale on their units. Additionally, all Holy Cities controlled by the Arabs generate Tourists towards their State Religion, and those Pilgrims also count as Tourists. This allows the Arabians to vie for both Culture Victory objectives via their State Religion.
The Arabian Civ also has the
Noria improvement - this Watermill replacement gives bonus Food when placed inside a Desert biome both on itself and adjacent tiles. Adjacent Oasis and Navigable River tiles receive Production.
Civ Ability: DAR AL-ISLAM
- Military units receive +3
STR and +5% Max
Morale for each 
Holy City you control
- All

Holy Cities controlled by you generate
Pilgrim Visitors towards your
State Religion
- All
Pilgrims count as
Tourists, and count towards both
Culture Victory types.
Civ Unique: NORIA
Unique Watermill replacement.
Watermills are Infrastructure, meaning that they can exist on the same tiles as Improvements, but not other Infrastructure improvements (such as Roads)
Watermills
Irrigate adjacent tiles, giving Fresh Water Bonuses to all adjacent tiles. Farm-like Improvements receive +1 base

Yield from being Irrigated, as do Sawmills and Clay Pits.
Watermills also have a base yield of +2
Production.
They must be placed adjacent to a Navigable River, Lake or Canal, and only ONE Watermill can be placed per Navigable River or Canal.
For the Noria, the following changes and additions apply:
- Can be placed on Minor Rivers and next to Oasis tiles (in addition to Navigable Rivers)
- +2
Food if placed on Desert
- Aura: +1
Food on adjacent Desert tiles.
- Aura: +1
Production on adjacent Oasis and Navigable River tiles.
Faction: ABBASIDS
The Islamic Golden Age reached its zenith under the Abbasid Caliphate, a dynasty that ruled over a massive empire, spanning from Tunisia in the West to Afghanistan in the East. Its capital, Baghdad, was an unprecedented centre of learning, the apex of which was the legendary House of Wisdom. Scholars, merchants, engineers and poets all met and mingled in the streets, and the resulting of clash of ideas gave us many new inventions: algebra, chemistry, windmills, modern astronomy, and more.
The Abbasid bonus zooms in on this unique blend of science and the arts. Named 'Pearl of the Orient', after the erstwhile nickname for Baghdad, it gives massive bonuses to Great Works: Displayed Great Works provide Knowledge, and give bonus Coin to all passing Trade Routes. Additionally, Abbasid Great Works attract extra Visitors from Cities connected to where they are displayed via a Trade Route. All Tourists that visit Abbasid lands also count as Pilgrims towards the Abbasid State Religion.
The Abbasids unique structure is the
Souq. This variant of the Market Hall generates bonus Visitors based on its Coin output, and provides one additional Trade Route slot to its City.
The
Shakiriyya is the Abbasid unique unit. This Courser replacement is faster than a regular Courser and receives bonus Strength and healing in Desert tiles. When a Shakuriyya eliminates an enemy or pillages a tile, it recovers Morale as well.
Faction Overview - ABBASIDS
Default Jersey: Pine green on lime Green
Adjective: Abbasid
Your in-game name is 'The ABBASIDS'
Spawn: The Abbasid Settler starts inside a Desert biome, adjacent to either a Navigable River, Coast or Oasis, and adjacent to at least 1 Petroleum tile.
Terrain Bias: Desert, Navigable River, Oasis
Resource Bias: Horses, Petroleum
City List
Capital:

Baghdad
Core: Basra, Damascus, Fustat, Kufa & Mecca
Imperial: Aden, Aleppo, Faiyum, Luxor, Mansoura, Mosul, Raqqah & Samarra
Other: Abadan, Al Ayn, Al Iskanderiya, Al Kunfunda, Amman, Anbar, Anjar, Aqaba, Aydhab, Benghazi, Buraydah, Damietta, Erbil, Gaza, Hajr al-Yamama, Hama, Hayfa, Hejir, Herat, Hisn Khayfa, Hofuf, Homs, Hudaida, Hulwan, Idlib, Jedda, Jibla, Latakia, Kairouan, Karbala, Kirkuk, Mahdia, Manama, Mansoura, Masyaf, Mokha, Najaf, Najran, Nizwa, Qatif, Sana'a, Shihr, Shiraz, Sohar, Tabriz, Tabuk, Tayf, Tikrit, Tripoli, Tunis, Unaizah, Uqair, Wasit, Yanbu & Zabid.
(the City lists avoids Persian/Egyptian names in the top priority slots to ensure fewer overlap with those Civs)
Faction Ability: PEARL OF THE ORIENT
- +1
Knowledge on all displayed
Great Works
- Displayed
Great Works give +1
Coin on all passing Trade Routes
- Displayed
Great Works attract
Visitors in all Cities
Connected to their City via a
Trade Route.
- All
Tourist Visitors attracted to Abbasids Cities via
Great Works also become
Pilgrims towards the Abbasid
State Religion.
Unique Unit: SHAKIRIYYA
Light Cavalry, replaces the Courser
- +1
MP compared to the Courser
- +4
STR and +10 max
Morale on Desert compared to the Courser
- When it eliminates a unit, recover
Morale equal to the
Health damage inflicted by the killing blow.
Unique Structure: SOUQ
Tier 2 Mercantile building, Variant of the Market Hall
The Market Hall generates +2 base
Coin, increasing by +1

for every adjacent Mercantile or Maritime building
It yields +3
Coin for every Trade Route that has this city as its Origin or Destination, and gives +1
Coin to every other passing Trade Route. Improved Food and Luxury resources receive +1

Coin.
Cities with a Market Hall support +1 Trade Route. It has two specialist slots for Banker specialists, that give +3
Coin and +1
Great Merchant Points.
The Market Hall requires the City to have a Market Square. You can either hard-build the Market Hall, or upgrade it from a Market Square.
As a Tier 2 building, only one can be built per City level (up to three)
For the
Souq the following changes and additions apply:
- It's a variant of the Market Hall, so the first Market Hall you complete in every City counts as a Souq, and any subsequent Market Halls are regular.
- Its City supports +2 additional
Trade Routes (instead of 1)
- It attracts
Visitors (generates +1
Tourism Rating towards
Backpackers for every 4
Coin generated by the Souq)
HARUN al-RASHID leads the ABBASIDS in TIMELINE!
He was the fifth Abbasid Caliphate and is generally credited towards initating the Islamic Golden Age. Caliph Harun the Righteous established the House of Wisdom, a scholarly institute, inside Baghdad's round city, transforming the city into a centre or arts and learning. He was also a skilled commander in the field of battle and a shrewd diplomat, establishing courtships with that other great ruler, Charlemagne. His deeds are forever immortalized in the One Thousand and One Nights epic.
'Al Rashid' translates to 'the Righteous' in English. Under Harun's Righteous Guidance, His specialists receive bonus yields from passing trade routes, and Shrines, Market Squares, Libraries and Universities give extra Great Person Points. Additionally, these Specialists give Harun extra Faith, allowing him to more easily manage his Religion. Finally, because Trade is so important to Harun's Specialist bonuses, he also receives extra range on his land Trade Routes.
Leader Ability: RIGHTEOUS GUIDANCE
- +25%
Range on land
Trade Routes.
- Every
Trade Route passing through an Abbasid City increases the base
Yields of
Specialists by +0.5 (rounded up.)
- Shrines, Market Squares, Libraries and Universities generate +25% more
Great Person Points from
Specialists.
-
Specialist slots in Shrines, Market Squares, Libraries and Universities give +2
Faith in addition to other yields.
Personality & Strategies
Default Personality: Docile
Alternate Personalities: Pacifistic, Ruthless
Strategies:
Builder &
Scholar
Language Spoken: Medieval Arabic
Harun is supposed to be characterized as someone who outwardly appears cautious, almost to a flaw. He's absent-minded, maybe even a bit skittish when pressed. Similar to book Doran Martell, if you will? He's always scheming, and weighing his options, but reluctant to react. This is probably not what he *actually* was like (1001 Nights glosses over this, but al-Rashid was
not popular in Syria and Egypt, two important cores of his realm and he was fairly brutal when it came to crushing uprisings), but in this line-up he's the best choice for the token timid, brooding schemer who only turns aggressive when he knows he has an overwhelming advantage. Docile as his main personality is a necessary choice - his kit is fairly slow and he needs to stay out of conflict for long enough to compete.
Agenda: Bayt al Hikma:
- Improved Flavour towards Trade (Crossroads of the World)
- Improved Flavour towards Science (Arabic Spring)
- Improved Flavour towards Religion (Islamic Golden Age)
- Improved Flavour towards Arts (A Thousand and One Nights)
- Reduced Flavour towards Amenities (Crusher of Rebellions)
- Reduced Flavour towards Development (Large Centralized empire)
- Approves of players that place many buildings in their cities, and more if they don't compete for Great People. (Flattered by those that build in his image, but are worse at it than he is)
- Disapproves of players that compete for Great People and those that don't fill out their Cities with Buildings, more if both. (Desire to turn Baghdad into THE learning Centre)
~~~
When playing as the Arabs, you'll find that many of their abilities interlock: settle in desert, then sett up trade routes allows the Arabs to buff their Specialist yields. Assigned Specialists also generates faith in several early to mid-game buildings, allowing the Arabs to found their Religion. In turn, Religion allows the Arabs to attract more Tourists and conquer more Cities, setting them up for Culture and Domination victories. Great Works on the other hand, allow the Abbasid faction to also vie for a Scientific Victory as will. Build, Trade, Proselytize and Collect.
Will you usher in a gilded age of spiritual enlightenment? What mark will be Arabs leave on your TIMELINE?