I've decided to share my personal modifications of FFH, it's a compilation of ideas (mine and from other modders, which I thank you all).
Below is the changelog v1 and the reason of the change:
Imp_CIV4BuildInfos.xml
Lumbermill: from Iron Working to Bronze Working
Watermill: from Engineering to Mathematics
Windmill: from Engineering to Mathematics
Workshop: from Smelting to Bronze Working
Those came much later in the game, I almost never built a lumbermill, due lack of forest...
, now there is more diversity of improvements.
Imp_CIV4BuildingInfos.xml
Generic: iConquestProb from 25 to 33
Catacomb Libralus: +100 BonusProductionModifiers to Metamagic
Palaces + Forbidden & Winter: +25 iDefense + 10 iHealRateChange
1st one, I'm lazy and a cheater (but those which were set to 0 stay 0); 3rd: These change added a lot of STAYING capacity in a raging barbarians setting
Aggressive: Hippodrome, Stables, Shipyard, Siege Workshop, Training Yard, Weaponsmith
Arcane: Mage Guild, Obsidian Gate
Charismatic: Brewery, Public Baths, Inn, Tavern
Creative: Carnival, Theatre, Obelisk
Defender: Palisade, Bowyer, Archery Range, Walls
Expansive: Infirmary, Smokehouse, Herbalist, Granary, Aqueduct, Harbor, Lighthouse
Financial: Money Changer, Tax Office, Market
Industrious: Machinist Shop, Forge
Organized: Basilica, Courthouse
Philosophical: Alchemy Lab, Elder Concil, Library
Raiders: Hunting Lodge
I never understood why expansive had bonus to granary, but not to smokehouse, so I've rebalanced some bonuses... Now adaptative is a more powerful trait
Imp_CIV4CivicInfos.xml
City States: -25% Culture
God King: +1 Happy for Palace
Aristocracy: Pasture -1H +2C; Plantation -1F +2C
Republic: Town +1H; Enclave +1H
Slavery: Plantation +1C ; Quarry +2H
# Military State: Fort +1H; Castle +1H +1C; Citadel +1F +1H +1C
Serfdom: Workshop +1H
Agriculture: Plantation +1F -1H
Fend for Themselves: +1XP
Civics were too plain...
Imp_CIV4EventTriggerInfos.xml
All EVENTTRIGGER_SIGN_: weight 200
I couldn't stand this event triggering turn after turn...
Imp_CIV4FeatureInfos.xml
Flood Plains: iHealthPercent -25
Oasis: iHealthPercent +25
Obsidian Plains: iHealthPercent -25
Scrub: +1C [riverside]
Poor Malakim, never had a chance... This is related to another change below
Imp_CIV4ImprovementInfos.xml
Dragonbone: +2C from Construction to Currency
Lumbermill: +1H +1C[riverside], +1H +1C (Machinery)
Watermill: +1H +1C; +1H +1C (Machinery)
Windmill: +1F +1C; +1H +1C (Machinery)
Workshop: -1F +2H; +1H (Construction); +1H +1C (Guilds); removed 1F restriction to build
Tried to rebalance the improvements, I tried to cap the final bonus at 6FHC total; Workshop restriction was lifted to help tundra and desert dwellers
Imp_CIV4LeaderHeadInfos.xml
Barbarian: +Raider
Hyborem: -Expansive +Charismatic
Raider seem fit to barbarian, as expansive didn't fit well to Hyborem
Imp_CIV4TerrainInfos.xml
Burning Sands: Can only found cities near coast or freshwater
Desert: Can only found cities near coast or freshwater
Tundra: Can only found cities near coast or freshwater; +1F [riverside]
Snow: Can't found cities; iMovement 2
El_Hildalgo Sane Terrain mod made some sense to me, so i've adapted it
Imp_CIV4UnitInfos.xml
Ars: +March +Medic1
Buboes: +March +Medic1
Orthus: +March +Medic1
Polar Bear: Belong only to Snow & Tundra
Stephanos: +March +Medic1
Yersinia: +March +Medic1
Added staying power to those
Ideas are welcome... It works with Marnok Mod, just need to copy CIV4TerrainSchema.xml to Assets\Modules\Improvements\Terrain and rename it to Imp_CIV4TerrainSchema.xml
First had 4 downloads...
Second had 7...
Third had 9...
V4 online
Below is the changelog v1 and the reason of the change:
Spoiler :
Imp_CIV4BuildInfos.xml
Lumbermill: from Iron Working to Bronze Working
Watermill: from Engineering to Mathematics
Windmill: from Engineering to Mathematics
Workshop: from Smelting to Bronze Working
Those came much later in the game, I almost never built a lumbermill, due lack of forest...

Imp_CIV4BuildingInfos.xml
Generic: iConquestProb from 25 to 33
Catacomb Libralus: +100 BonusProductionModifiers to Metamagic
Palaces + Forbidden & Winter: +25 iDefense + 10 iHealRateChange
1st one, I'm lazy and a cheater (but those which were set to 0 stay 0); 3rd: These change added a lot of STAYING capacity in a raging barbarians setting
Aggressive: Hippodrome, Stables, Shipyard, Siege Workshop, Training Yard, Weaponsmith
Arcane: Mage Guild, Obsidian Gate
Charismatic: Brewery, Public Baths, Inn, Tavern
Creative: Carnival, Theatre, Obelisk
Defender: Palisade, Bowyer, Archery Range, Walls
Expansive: Infirmary, Smokehouse, Herbalist, Granary, Aqueduct, Harbor, Lighthouse
Financial: Money Changer, Tax Office, Market
Industrious: Machinist Shop, Forge
Organized: Basilica, Courthouse
Philosophical: Alchemy Lab, Elder Concil, Library
Raiders: Hunting Lodge
I never understood why expansive had bonus to granary, but not to smokehouse, so I've rebalanced some bonuses... Now adaptative is a more powerful trait
Imp_CIV4CivicInfos.xml
City States: -25% Culture
God King: +1 Happy for Palace
Aristocracy: Pasture -1H +2C; Plantation -1F +2C
Republic: Town +1H; Enclave +1H
Slavery: Plantation +1C ; Quarry +2H
# Military State: Fort +1H; Castle +1H +1C; Citadel +1F +1H +1C
Serfdom: Workshop +1H
Agriculture: Plantation +1F -1H
Fend for Themselves: +1XP
Civics were too plain...
Imp_CIV4EventTriggerInfos.xml
All EVENTTRIGGER_SIGN_: weight 200
I couldn't stand this event triggering turn after turn...
Imp_CIV4FeatureInfos.xml
Flood Plains: iHealthPercent -25
Oasis: iHealthPercent +25
Obsidian Plains: iHealthPercent -25
Scrub: +1C [riverside]
Poor Malakim, never had a chance... This is related to another change below
Imp_CIV4ImprovementInfos.xml
Dragonbone: +2C from Construction to Currency
Lumbermill: +1H +1C[riverside], +1H +1C (Machinery)
Watermill: +1H +1C; +1H +1C (Machinery)
Windmill: +1F +1C; +1H +1C (Machinery)
Workshop: -1F +2H; +1H (Construction); +1H +1C (Guilds); removed 1F restriction to build
Tried to rebalance the improvements, I tried to cap the final bonus at 6FHC total; Workshop restriction was lifted to help tundra and desert dwellers
Imp_CIV4LeaderHeadInfos.xml
Barbarian: +Raider
Hyborem: -Expansive +Charismatic
Raider seem fit to barbarian, as expansive didn't fit well to Hyborem
Imp_CIV4TerrainInfos.xml
Burning Sands: Can only found cities near coast or freshwater
Desert: Can only found cities near coast or freshwater
Tundra: Can only found cities near coast or freshwater; +1F [riverside]
Snow: Can't found cities; iMovement 2
El_Hildalgo Sane Terrain mod made some sense to me, so i've adapted it
Imp_CIV4UnitInfos.xml
Ars: +March +Medic1
Buboes: +March +Medic1
Orthus: +March +Medic1
Polar Bear: Belong only to Snow & Tundra
Stephanos: +March +Medic1
Yersinia: +March +Medic1
Added staying power to those
Ideas are welcome... It works with Marnok Mod, just need to copy CIV4TerrainSchema.xml to Assets\Modules\Improvements\Terrain and rename it to Imp_CIV4TerrainSchema.xml
First had 4 downloads...
Second had 7...
Third had 9...
V4 online