Malakim, Monarchu, Leaves religion, patch f (but I saw nothing in following patches answering my points below).
Here is a list of questions? issues? misunderstandings? after playing a lengthy game.
1- Mercenaries build by and placed in friendly cities (even in my vassal’s cities) forbid the entrance to all my units, including my missionaries! I need to fight for opening the way. BUT if I build a mercenary and place it in my city, it does NOT forbid the entrance to other foreign units!! Mercenaries should be more neutral when placed in a friendly city, except if this city riots (no more law and mercenaries rules...)
2- Privateer: even if you remove the hidden citizenship, they are still attacked by other ships without state of war. I think it is the same with captured animals with “promotion: hidden” removed: they can be attacked by others without them declaring war.
3- Nodes: is it by design that a node cannot be destroyed (i.e. returning to a raw mana state?) and recycled?
4- Hero “Typhoid Mary” (plague): placed into the “hero” category, but without hero promotion (1xp/turn)??.. I am also unsure if the Plague effects actually works are in numerous battles I saw no effect on enemies. As it is not a true “hero”, is not it better to make it a national unit for evil civs and with no plague effect if it attacks a civ with medicine?
5- spell Entangle: Having this spell successfully cast on a stack of units (fregates with <can not move : 1>) does NOT stop them to move and attack as soon as you end your turn!!! No other foreign units were nearby for removing the entangle spell (if any exists).
6- Quest: built 8 forges. I succeeded and was offered 3 choices and picked up the 3rd one: having a free engineer. I received nothing. If engineers are not in the mod, such event should be removed, or the engineer substituted with another great person!!
7- If I liberate a city, at the opposite of BTS, I never receive any “+x you liberated our city”. Liberation tends to be pointless and lower diplomacy effects.
8- When a High Priest of Leaves (or other with the ability) calls for a Holy war, a civilization vassals of your enemy but with your faith (ex: a civ with Leaves, vassal of an Ashen civ at war with me) should break free and a- make peace if at war with you (hence at least going back to neutral state in a conflict), b- If this civ is not at war and is vassal, nothing should happen (stay in neutral position)
9- In a stack with Man-oWar and barges, attacking fregates target first my weak barges. How comes? Is not it a “marksman” option for land units?
10- The “Lifespark” can fly, but as soon as it is placed over a stack of ships, it loads a ship! It should not do it without manual action from the player.
11- if a player attacks 1 time with Orthus’ axe, another player in the stack can take the axe and continue the attack adding even more turns with this axe being used. This allows the 1st player to use the axe with +1fire and I think it is an exploit. Once a unit with Orthus starts an attack (physical or spell), the axe should stay with this unit until next turn.
12- Razing the funding city of the Ashven religion before reaching 100should really give a true boost against Armageddon counter! I was at 99 when I managed to raze the city and expected really a nice stop, but only went back briefly to 95. As I was the only "good" civ against 6 evils and 2 neutrals, I was doomed from start for the purpose of reducing the counter to significant levels. I would advocate for a 50% reduction of the current Armageddon counter, with 100 being too late for any effect... OR, have the reduction factor proportional to the balance between civilizations. Example: if 1 Good vs 7 Evil, then the reduction is reduced 6 times more than if eevery civs are balanced (negative civs = positive civs)
13- Great general: it does not seem to exist in FFH as I am now at 1572/30. However it would be nice to use the combat experience counter (in screen F5) for triggering a positive random event each time it is filled up.
(I miss a wonder granting the ability to your civilization to have an existing hero of your choice joining your civ for , say, 10 turns, and if you are at war with this civ! A pop up in the style of the mod Rhyes and Fall where you can choose a city from another civ, in this case, a hero...)
But what a masterpiece!! And done by volunteers, which add a “I-love-what-I-do” value to this expansion ( I can not call this a “mod”

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(Drawings -except the in-city icons that are difficult to see...- are so romantic and/or artistics! Some back stories are also so nice that you ask yourself if some stories will have a sequel as you would like to care for what happens to xxx…
