Okay, after checking the saves and reading trough your notes, here are my post from the point of an elven defender.
I mainly compared Arendel, Khandros and Hannah. The reason for this is easy to explain, I never played Clan before and find it hard to comment on this without knowledge of the civ.
So here are my points.
All comparisons are done on the basis of the 200 AD save.
First I compared the economic output:
Arendel
84 beakers / 42 gold / 47 expenses
NOTE!! Because of low treasury you have to reduce research next turn. So the real values are:
73 beakers / 55 gold / 47 expenses
Khandros
85 beakers / 25 gold / 20 expenses
Hannah
77 beakers / 25 gold / 22 expenses
At this snapshot the elves are on par with the other civs. This is also proved by your study. However if we read your notes we found out that you went "worker first" with the elves, resulting in a 48 turn delay of cottage build for the Kazad and a 33 turn delay for the lanun.
I then went to the save of the Kazad and checked every existing cottage for them. Providing they could have started at the same time as the Elves they would have 5 towns, 6 villages and 1 hamlet as compared to 0 towns, 8 Villages 3 Hamlets and 1 cottage. If both races had started at the same time then the dwarf would have a good research bonus compared to the oh so strong elves. Also keep in mind that at the same time the dwarf were able to accumulate around 1500 gold, when the elven vault is empty. Even the lanun were able to keep up with only 9 cottages and a far from optimal use of city spots and coastal useage.
=> Result: Elves are not stronger then any other civ in economic worth.
Second comparison is the shield output:
Arendel
57 basic production
NOTE!! From this production 22 shield are out of cottaged woods.
Khandros
40 basic production
NOTE!! This is basic production. For their full vault the kazad are getting 9 shields more.
Hannah
22 basic production
Wow, this looks like a clear winner for the elves, doesn't it. Let's take a closer look. We are talking here about a difference of 8 shields (49 Khandros to 57 Arendel). These 8 shields are won out of 2 more cities and 11 more population, so this looks quite fair to me. The elves are bigger and more numerous so they have better production but they pay for it in reduced research and higher upkeep. (see first point).
Also just theoreticly the dwarfs can outproduce the elves at this point of the game with just 2 more pop points working mines. I will not say that there is no production bonus for elves in the beginning, but it becomes irrelevant by midgame latest.
As for Hannah there is not even a slight change that they become production leaders in the beginning with their playstyle. They are completly geared for trade, not for production.
=> Result: While elves have a production bonus at start it is not benefiting them in mid-/lategame. There is no production dominance because of this in later stages of the game.
Other Facts:
You are putting the elves as military leaders compared to the other races because of their higher basestrength. This is a total wrong idea. Most of your elven units don't have experience at all, your 4 Hunters are useless at the moment. On the other hand the dwarfs for example have highly trained units of warriors often with 5* and movement bonuses. Please take this into account when judging the military might. In my opinon they have about the same strength with better potential for the dwarfs, as they already know bronze working.
So much for your games for now. I will now continue with your review.
Unser Giftzwerg said:
Ljosalfar:
There have been many criticisms of the Ljosalfar results, generally involving a presumed total lack of Barbarian interference. I addresses the Barbarian matter in some detail on a Page 5 message. After going through my notes, I am comfortable that the number of turns lost to barbarian activity is roughly comparable between game to game. Quite frankly, the Raging Barbarians are not so much a threat in FfH, as they are a game of Tetris. (Sorry, too good a line to not use.) Furthermore, the close AI civ also got to two city sites I wanted. Much of the criticism could be filed in this category. Only one side of a two-edged sword was used to cut.
But there are a few legitimate, tangible differences that provided Ljosalfar some small benefits. Their capitol was founded on a Hill/Plains. That situation means the city tile produces a 2nd hammer … very nice for Year 1. Also, the capitol was able to work an Oasis. 3 Food and 2 Commerce is also nice for turn 1. Also the presence of the close AI civ meant for a small advantage no one cited. Each new trade route generated +2 commerce instead of only one. These small advantages do add up and they do compound themselves over time. But OTOH the Lanun map was very nice too. Thanks to Silk in forests and Reagents near a river, they were earning 33% more than “normal” in the early game. And no one has speculated what Ljosalfar might have done on that 13 Flood Plain map. A two-edged sword cuts both ways.
Your'e kidding right, just compare the numbers of barbarian kills from the dwarfs and the elves and tell me again that their activities are comparable. You killed more then 200 barbarians as the dwarfs, as compared to maybe 50 for the elves.
Ljosalfar on Flood Plains is an easy answer, they would have done as the dwarfs did, maybe even worse, because their bonus would not be existing.
Unser Giftzwerg said:
DRUMROLL
So each map came with certain advantages or disadvantages. Despite the best efforts, a lot of variability exists. Were the results anywhere within the same ballpark, I would conclude the test was inconclusive. But the results were nowhere near close. Ljosalfar blew everyone away. Blew everyone away, not in one aspect or two, but in nearly any aspect you care to mention. Military? Ljo. Number of cities? Ljo. Total population points? Development work already done and operating? Hammer production? Projected future growth? Ljo Ljo Ljo Ljo. Only Khazad beat Ljosalfar in any of the major indicators, net commercial output. Everywhere else you look, it is Ljosalfar in a landside.
There is a lot of uncertainty in this study,. But not so much to explain all the massive leads established by Ljosalfar in so many categories. The basic premise has been supported; a realm can develop rapidly by focusing on Cottages, and Ljosalfar is tremendously better at this than anyone else.
Conclusion: Ljosalfar is broken. Fatal flaws exist that must be addressed.
Whom did the Ljosalfar blow away and in what aspect?
Military:
Agreed that they are strong, because they have their hero. Without him you are perfectly on par with all other races, you are even weaker because your units are missing experience. But they are surely not out of reach for the other races, Bambur can now be trained by the Khazad and was avalaible even earlier then Gilden and he is much stronger. You have Soldiers of Kilmorph ready to build and with one more city will have access to axeman, a unit the elves even missing the technology for. The Lanun have drowns (strength 4, can be upgraded from warriors with experience). So, what else do you want. A hero unit is supposed to be strong by the time it's created otherwise he pointless. But for balancings sake, make him stronger and move him to a later tech.
Cities:
Okay they have more cities, but they pay for them heavyly (see point 1). So this is no advantage at this point of the game. I could continue this for every point you make, but I stop here.
I have only one more point regarding this sentence:
"The basic premise has been supported; a realm can develop rapidly by focusing on Cottages, and Ljosalfar is tremendously better at this than anyone else."
=> I aggree with you on the point that the Ljosalfar should be better and are better to some extend, because thats their specialty, but they are by no means tremendously better.
On to the last point, your "root causes".
ROOT CAUSES
1> Starting Army: Why is this bad? It also means no early defence warrior. It offers them a small exploration bonus early on for about 10-15 turns, till a scout is build in another civ.
2> Starting Tech: Other civs have this as well, so why is this bad? Everybody can go chant, education if they want, some even have chant, so what? It's their to give elves a running start on leaves.
3> Woods Movement/Combat: Aggreed with the point, but again why is it bad. It's their TRAIT, and they pay for it heavyly in unavailaible units.
4> Raging Barbarians Aren’t Very: Again it's their trait, like malakim moving faster in desert and hippus have faster horses. Other civs need roads for faster movement, so what about, it offer a slightly better defence early on.
5> Early Worker Build: And your point is? Many civs have Education as their second invention, for some it can be their first. Also I can't see the defence problem you see, a cottage on open land right next to your city can easily be defended, let the enemy move onto it, clubber him, done.
6> Elven Workers: Trait.
7> COTTAGES: no Elven problem
8> FOREST COTTAGES: Again, I don't see your problems here, what is so damn good about a normal cottage with +1 Hammer bonus. 3-4 mines can put them of for an entire city full of them.
9> GOD KING: No idea here, I never ever used God King for more then 50 turns max. It's simply to pricey, for little effect.
10> TRAIL TO LEAVES: So does every other civ going for leaves?
11> ARCHERY: Every other civ going for leaves can research archery afterwards and usally do? For the elves the byproduct is their hero. Why not they are the kings of the archer aren't they?
12> ANCIENT FORESTS: no Elven problem again
I will not reply to any of your so called recommendations. I will however post some of my own.
Elven cottages : To slow down the early elven cottages a bit increase the build time of them a bit (like when building in deserts). This will slow down early builds a bit, but will not hamper mid- / lategame. This can also be done to farms.
Also a longer build time for all elven builds as Kael suggests should be okay.
Gilden Silveric: I like him as he is but as an idea, move him to a late tech (bowyers or precision) and make him adequately stronger. Then he can help with lategame, which is still a bit weak and he is removed as an early "imbalance".
a final note to Kael and team: You did terrific work with this mod so far and with the changes of 0.15 the Ljosalfar can now hold their own in mid- and lategame and win even under pressure. Please don't break them again.
Now of to bed it's late.
Greets Ghostmaker