FfH follows a different design model than vanilla civ in a lot of ways. One of the things I wanted to remove from the game are the attrition battles and stacks of doom. So I tried to center the game around smaller groups of units, an effective attacking force could be as small as 4-8 units. Design changes for this were the building requirements, high costed units, national unit limits, etc etc. So if you are ever able to get huge stakcs of units that are as technically advanced or more technically advanced than your opponent, the game is already won. Vanilla civ would put you throught eh war of attrition, costing you units as you plow through their defenses. It can be a slow process but the result is already determined. That you lose units doesnt matter. In fact units dont matter. The only thing that truely matters in this game is productivity. If you have out produced your opponent to that level, then casulties dont matter, they will be replaced. You out produced him before and as you take his cites the gap between your and his productivity will increase making the result more and more inevitable. But I dont like the grind. I tried to make FfH move faster and be more deadly. I love civ, but I want to get rid of the huge masses of troops you end up with int he late game. I wanted to make the loss of a single unit mean something. Anyway, there is definitly a lot of balancing that should be done. And I realize the danger of disposable troops, but I think they are a reasonable threat level in the grand scheme. One change I would like to get in is that I want AI players to target exposed casters. I hate the fact that casters with good range can sit back and toss fireballs and summoned creatures against opponents without fear. Hopefully if we can get the ai to be more aggresive in that regard it will help out.