With the introduction of the scorpion clan I relooked at the Clan of Embers. They seem to be quite ambigous. They are supposed to have cheap early units to rush the opponent, but the only unit cheaper than other units are the goblin scouts, which can be upgraded to wolf riders if you're lucky to find some tundra (which for me seems to contradict the FFH flavor. In general I would also settle them to tundra or in plains, but the get boni for jungle attack, so these are supposed to be there). I think the orcs should in general have more tough units, in the beginning and in the late game (which is certainly true for late game). Orcs (not to mention ogres are more robust and musceled than elves, dwarves and humans. Goblins on the other hand are sneaky little pests, something completely different. They like the power of majority or of attacks from behind. The Scorpion clan seems to reflect this quite good, with all of them having poison strength. In general I would separate the different races and create a lizard, a goblin and an orc civilization (and leave them the ogres, which are quite mindless followers, so this is no problem). The playable Scorpion Clan Goblins should of course not be stronger than the others by themselves, but as strong as human equivalents when you combine it with poison strength. But to differentiate them out they could get better poisons with certain techs, so all of their units get stronger. Lizards have an aspect, that FFH is lacking for me now - they are a mesoamerican style civ. I always wanted to play with improved jungles, like the elven forest style, but a bit more balanced than it was in FF the last time I played it. And with goblins I can understand why they follow the orcs - the power of suppression and the desire to follow a stronger one. But concerning Lizards it seems quite mysterious to me. Perhaps someone experienced in the Clan of Embers Lore could explain it to me? Edit: I accidently posted this thread three times. How do I delete the two other threads?