well..
not so different than WM IMO in the general overview.
beware of false friends.
biggest difference is the health system : 2
per citizen.
other than that :/
-great engineers are used to build mastercraftsmen : allow you to buy equipement for units (see
here) : you don't have to have an adventurer guild.
-barbs always give you some xp even after 100xp, there is just a diminished return
-no guardians' spellbook (even with wild guardian option turned on)
-Great Commanders/general are gained through combat AND can be used as general for 3units (no more +1xp, +1
) but allows to get some xp from it's minion's fight and can grant it's minions some useful promotion while they are in range, They can build a fort in 3 turns (auto expansion of cultural borders), even in cultural borders of an ennemy you are at war with,
-fort can be claimed, then get a fort commander, free of maintenance, get some ranged warfare power + spreads some culture,
-most barbs (from lairs/mana guardians or Archeron) are leashed : ie do not move more than 1-5 tiles from lair/city depending on the unit.
-NO FISHING VILLAGE
-No Houses of Erebus !!! neither hunter-house nor arcane house ...etc
-any captured animal and GP can be teleported to your capital ! no need to escort them back !
(edit)
-Any captured animal can be sacrificed to give the recon units on the spot a "blood promotion" : very interesting ones
(+1
, +1movement, +1FS, +2ranged attack, +regeneration, automatic pillaging...Etc
(edit)
-mutation mechanism has changed
(edit)
-many different promotions
(edit)
-less wonders in RifE than in WM, but more than in FFH
(edit)
-the new civs (legion of D'tesh, Cualli, Dural, Archos, Chislev , Maogata/Mekaran Order with modules)
-the civs that play (have a different mechanism) in an other way : Grigori, matzalt, Jotnar, Austrin, Mechanos, sidar, amurite (even more with fall under), Doviello, Bannor, Elohim (at least different than in WM),
(edit) Scions of Patria,
If someone has some other "general changes" to add...