The added civs don't feel like something bland that's been tacked on (though admittedly with the newer stuff seeming to raise the bar, civs like the Dural could use some love). It's because effort has been made to give them all a different vibe. Played a Mechanos game recently, on an Erebus map, and it was totally different than any previous time I've played that map.
Haha, I love how many people are suggesting my mod(modmod). Wish I could take credit for those two civs, but I've just tweaked them.
Thanks guys for liking my only new civ so far

And I am going to steal some of your changes Valkrionn, but have to finish updating to 3.19 first.
I do not think saying FF is quantity and Orbis is quality is right. From my perspective, FF team adds a lot of experimental stuff and not all of it works equally well at start.
I steal shamelessly some of it, and it sometimes gets a bit more refined (or broken

) in the process.
I am more conservative with adding new things - which has good sides (does it REALLY improve gameplay?) and bad ones (it might look right, but I am not sure... well, do it later... - Opera has heard it a lot of times already

)
Orbis started as tweaking/economic modmod with an additional aim to bring some BtS stuff to FfH (which sticked to some vanilla concepts) and I try to keep that in mind
I did simillar comparision as the one below, but a long time ago. It is my perspective, and I do not have time to play much either of the mods - just dig in the code. Also, I know Orbis the best so the other lists are not complete
Orbis:
- Espionage (BtS, soon upgraded to superspies mod)
- Great Generals (from combat xp, with special military academies, including knight order(s))
- Forts (and fort commanders) for claiming area and improving defense (added to FF+)
- Guilds (I think more developed than in FF)
- Changed tech tree
- Changes to improvements (forester's lodge, yield changes)
- Priests with set number of spells, not learning like mages
- Mechanos (but added to FF+)
- Animal dens and totems
- Flavoured Doviello - beasts and werewolves (independent deveploment in FF+, some simillarities, some differences)
- Minor Leaders (there is an old modmod for FfH by notque and up-to-date one for FF by Valkrionn)
- Some civ-specific flavour (unique pagan temples and such)
- Illians cooling terrain (Flavourmod, will probably get to FF soon), settlements much less limited
- Reintroduced from old FfH versions:
Cult of the Dragon as an unadoptable religion (why mess with guild if there is perfectly good mechanics for it already)
Polearm line (and rebalanced combat lines, especially naval units)
Orcs can get normal champions etc.
FF:
- Decimal xp and passive xp gain
- Improvements slowly buildable without the required tech
- Master buildings and masterwork weapons promotions
- Cualli civ (merged with Mazatl in Orbis)
- Austrin
- Dural
- Khadi
- Archos
- Jotnar
- other civs flavoured
Forgot other, but there are quite a few things
Both Orbis and FF (from FF):
- Ranged attacks for siege, archery and naval units
- Barbarians separated into orcs, animals and demons (same features)
- Gone to hell victory condition
- Scions of Patria (quite simillar and approved by Tarqueline, mostly leader and spell changes)
- Mazatl (joined with cualli in Orbis)
- Enhanced invisibility system
- Master system (every summon linked to specific unit)
- Elohim pilgrimage gives traits for visiting unique features (just spiritual trait in Orbis, many more in FF)
As above, do not remeber what else...