Why I like Orbis
Mechanos
-Steampunk
-use refined mana as a power source (build a refinery on a Mana and it turns into refined Mana which gives increased discovery chance and science+ to because they can't use other Mana)
Guilds/Espionage
-Guilds are useful and have special abilities
-you can do wicked things with Espionage especially as the Sidar or Svartalfar!
Pagan Temples
-every civ has a UNIQUE pagan temple which gives all sorts of cool bonuses
Archery/Siege is useful
-Ranged attack is nice, especially on Howitzers (Mechanos UU) and obliterate a city with it
Nicer Tech-tree
-more... I don't know how to express it but I like it better than FFH2 and FF
Forts
-Forts upgrade and have fort commanders and stuff, also give good yields with the right techs and civics, also very useful for bashing an invading SoDs from like 2 tiles away!
Aduars/Enclaves
-Aduars are like upgradeable pastures for deserts and the Malakim get a very awesome version, the Hippus get bonuses too
Knights!
-there are different promotions for knights based on religion and have a chance of revolting if you adopt an opposite religion and have unique (for the religion) bonus
Civs are more Unique!
-just more differentiation between civs (except for Mazatl/Cualli)
Mazatl/Cualli Merge
-Way to similar made it easier for them to get merged and you get access to the Mazatl stuff with good alignment and Cualli with evil!
Mechanos
-Steampunk
-use refined mana as a power source (build a refinery on a Mana and it turns into refined Mana which gives increased discovery chance and science+ to because they can't use other Mana)
Guilds/Espionage
-Guilds are useful and have special abilities
-you can do wicked things with Espionage especially as the Sidar or Svartalfar!
Pagan Temples
-every civ has a UNIQUE pagan temple which gives all sorts of cool bonuses
Archery/Siege is useful
-Ranged attack is nice, especially on Howitzers (Mechanos UU) and obliterate a city with it
Nicer Tech-tree
-more... I don't know how to express it but I like it better than FFH2 and FF
Forts
-Forts upgrade and have fort commanders and stuff, also give good yields with the right techs and civics, also very useful for bashing an invading SoDs from like 2 tiles away!
Aduars/Enclaves
-Aduars are like upgradeable pastures for deserts and the Malakim get a very awesome version, the Hippus get bonuses too
Knights!
-there are different promotions for knights based on religion and have a chance of revolting if you adopt an opposite religion and have unique (for the religion) bonus
Civs are more Unique!
-just more differentiation between civs (except for Mazatl/Cualli)
Mazatl/Cualli Merge
-Way to similar made it easier for them to get merged and you get access to the Mazatl stuff with good alignment and Cualli with evil!

First Malakim, then Doviello, then D'tesh, then Vermicious and the Jotnar. 

), but aside from that it's excellent... And that's more of a personal thing than an issue with the mod itself.
)