Had a fairly entertaining MP game with a friend today. I played Calabim, he played Hippus and the rest were Makakhim, Balseraph, Clan, Sheaim and the last was a Svartalfar I never saw I think. Usual settings - small map, quick tech and lakes, but we increased difficulty to monarch this time. Balseraph started right above us and I almost got a heart attack when Loki walked straight into my newly build second city. Fortunately he just caused some unrest but didn't take over the whole city like ususal. But depsite not being the walking autowin-button he used to be he still managed to go three opponents on the nerves, pendling permanently between Malakhim to my left, me in the middle and my friend to the right. It went well until round 120 or so and we managed to fend off Balseraph in a combined effort. Unfortunately, Malakhim and Clan decided to interfere and started a combined assault against me which completely crushed me.
Well, I was at least partly to blame since I tried a Malovent Design rush by spamming Great Prophets with my Flauros leader. Too bad I got 2 - 3 Great Sages in a row despite having > 75 % chances for Great Prophets and only the Prophets were able to rush the research. I think I might have a serious discussion with the random number generator about probability later.
But I really like the tech tree adjustments for the religions. And the AI's were even more nasty than last time. It's really hard to get an advantage over them in the higher difficulty levels. They rush iron and on the other hand try nasty sneak attacks to destroy your copper mine.
Weaknesses were the same two like last time: We got one OOS error past round 100 again, but it wasn't that bad since it was just one and it's always to save and reload the game. I attached an auto save 1 - 2 rounds before it. Maybe it helps.
The other problem were the barbarians again. We had a closer look at them this time and before round 50 they acted strangely passive. In round 11 or 12 a skeleton was able to invade an empty city standing next to it but didn't do it. It might have been a lair guard or so which would explain it since I think it was a burrow next to a city. But the worse thing is that barbarians in general neither attacked any cities, nor went for workers or plundered any tile enhancements. They are just walking around randomly maybe attacking a close unit or so but don't seem to have any plan what to do. It gets better after round 50 or so for unknown reasons, but before that they are worse overall than in version ~3.1 of the mod where they were just reliably attacking the closest city. I could understand a non-aggression phase in the first 10 turns maybe, but 50 turns is a bit much.
Anyway, apart from the barbarian problems it was a really fun game, even if it was lost.
Just curious, I guess there are no plans to maybe include some of the more established civs from some of the other mods like Mazatl or so.