I recently tried to find partners to play multiplayer on MoM and I didn't succeed. It's a shame.
I'm a big fan of the mod, I think I'm the player who played it the most in the world
I don't know if Sephi you will continue to work on the mod or just the bugs. I'll give a list of things I think about features and main balance problems of the mod. I'll mention that I only play in Deity difficulty, Quick speed, and "aggressive AI" mode otherwise the AI tends to be too passive.
- The Illian power, making all production stop for 10 turns, should also block mana production. Otherwise, it is a huge advantage for civilizations specialized in mana production (like Scions).
- When we are in "Strike", our most recent founded city ends up rebelling. When we take it back, we win 600 gold. This process can be exploited indefinitely to always have gold. I think that only the barbarian cities created at the generation of the map, should yield gold when conquered.
- The magic guild is the most powerful. It is necessary to focus on the mana nodes and the Arcane Schola district. You will gain new spells much faster, which is useful versatile: offensive spells, auras on adepts, economic powers (like Nature's Growth). The "worst" is the power of Conjure Matter. Even if you don't do anything useful with your spells and research, Conjure Matter will be extremely useful for boosting your cities. I don't think Conjure Matter should see a drop in cost as the guild lineage progresses.
- The Evoke Volcano power allows you to create an impenetrable wall for the AI and actually for players as well. I don't think there is a solution to this.
- Dominate Undead, power of Sheaims adepts, works on Scion units. You can steal all their armies, take advantage of the bonuses
- Some civilizations are far above the others. Sheaims are ultra powerful, they quickly become militarily unstoppable. They should not have an XP boost to the creatures they automatically summon. It's too powerful.
The Aristarkh are powerful economically, but more importantly, they become powerful militarily quickly, because they can build Tomb Lords en masse, and Tomb Lords have a Death Mana Affinity. And they have gained XP unlike the basic creatures. For me Death Affinity is something very powerful if you can get it on non-summoned creatures. Summoned creatures cost mana upkeep which limits the effect of this strategy.
Ljosalfars and Svartalfars are economically very powerful used with Fist of Leave and Guardians of Nature of course. For me the problem comes mainly from the free generation of Faith from the Ancient Forest. This is the only religion that gives that. Not only do you get economic bonuses from Ancient Forests, but you get happiness, wood, health, and faith. FoL is far superior to any other religion. Kilmortph Runes is next by far. The Empyreans next. And the rest, after that, is of no interest (except Ashen Veils, but only for the Sheaims). Ashen Veils is a horrible religion, in my opinion you need to remove the health malus on Sacrifice the Weak, at the MINIMUM, to make it attractive. And the infernal terrain could bring in Faith, or possess undead and demons, like in the old days.