Hi Terkhen,
Have recently just started playing multiplayer games with your modmod over the base MNAI, and am enjoying it so far. Here's some minor feedback (WALL OF TEXT INCOMING):
- So far I have played two games, standard size, quick speed, 2 humans and 6 Prince AI: First with Amurite and Elohim, Second with Elohim and Svartalfar. In vanilla FFH in the past I played on Monarch.
- The extra mana required makes a ToM victory just that much harder, even with the additional nodes. Was this intentional? If not, perhaps you could have the towers require 4 out of the 5 mana types, or be built quicker with 5 mana over 4 like you did with the tower of elements?
- On a related note, a long time ago I modded in additional mana nodes as well, only to find that in doing so I reduced the availability of other resources (as the game replaces them with the new nodes instead of adding additional resource positions). Have you considered this possibility? The game certainly doesn't need iron to be any rarer.
- Axemen are really cheap. Really really. After being forced to research bronze working in order to clear jungle I found it almost always preferable to just spam 45

swordsmen than attempt any other kind of strategy in my first game (Amurite). The other player rushed 120

monks (likely part of the issue) and could not keep up with my military production, eventually ceding to a capitulation. I didn't even need Wizards. In the second game (Elohim) I adjusted the

to 50 (Sons of Asena I left at 45 because honestly, the doviello need all the help they can get) and disabled mithril weapons. and found the change at least encouraged me to build champions rather than just sticking with the Axemen for the whole game. The other player is using hunters as svartalfar and we have only been attacking AI so far due to distance so it is hard to judge the PvP axemen vs hunter situation.
- As a follow on from the above, a lot of my victory is probably due to how terrible monks are rather than the inherent brokenness of low-cost axemen. The easiest fix would be to just lower cost as well but it made them a pretty boring unit and only compounded the issue. Instead I tried something different and adjusted them to have free XP, channeling 1 and spirit 1. It worked well. As Thessalonica I found Monks are somewhat useful to produce in my backwater cities as I can sit them in defensive positions slowly gaining XP whilst using my axemen as main cannon fodder. After a while the rate of level gain slows and they are sent out as more than a match for the AI archer and hunter spam. I didn't find them overpowered because the XP gain rate really is very slow and the high

and turn investment makes them only supporting units at best.
In terms of my recommendations:
1) I know you are already implementing the no mithril weapons on Axemen in your next patch, and I do hope you consider a slight

raise on the axemen themselves, but I do understand it's hard to judge such fine changes. Anyway, looks like you're on top of that.
2) Monks really need buffing. I hope you consider my simple change (free XP at adept rate, and spirit 1) over the complicated one listed in your dev notes. It fits the Elohim gameplan and lore rather well, all things considered, because A) it means they gain additional strength from long periods of peace, B) Synergises fantastically with spirit Guide and C) Will probably make it viable for SPI Einon to rush priesthood early and use them as his core offensive unit, fitting in perfectly with his backstory as a monk. It also gives Monks a unique niche as the only combat-focussed unit that has access to passive XP gain.
Thanks again for making your modmod. We are planning to move from mostly AI games with some PvP into 6-8 player free-for-alls in the coming months, so hopefully I can continue to give you MP feedback as things evolve.
Cheers,
Blakmane