while we wait for the next turnset, let's point out a couple differences with FFH for lurkers
1) warriors can upgrade into hunters/horsemen. very useful for civs that want to go recon/mounted, since you no longer HAVE TO build scouts if you want to upgrade them later. OTOH, scouts are cheaper to build now so everyone will probably want some for early exploration.
2) in FFH ( and BTS ) , animals only spawned in the very early game, and stopped doing so as soon as barbarians started showing up in their place. this meant that the whole great animal capturing "minigame" often went to waste since there'd be no animals around by the time you get set to capture them.
in MoM, they keep spawning all game alongside barbs. they generally don't enter cultural borders, but sometimes gain a "rage" promotion that makes them do so ( removed after combat ) . there's also new animals, depending on the wilderness level you might see lizards, allosauri, drakes, mammoth, dragons etc
they are also linked to terrain, for example tiger and gorillas spawn in jungle, mammoth in snow etc.
3) there's no longer promotions that allow to capture animals. instead, all recon units have a passive chance to do so, which gets higher with tier ( scouts - hunters - rangers - beastmasters )
this way you can start capturing them very early, but you won't be able to easily capture a crapton of them
4) barbarian-spawning lairs are more heavily defended, but no longer give bad results when explored. this gives you an incentive to actually go out and clear them ( getting a fair reward in the process ) instead of just keeping them around and farming them for easy XP.
lairs that do not spawn baddies still have a risk-reward mechanic, which is why we haven't cleared that dungeon 1S of Garduk yet
5) a point about the new AI, you might remember the "spider exploit" from FFH:
essentially, you just needed a spider and a civ with no recon units around to see him. you could kill all of their workers, and they would do nothing but rebuild them for hidden arachnids to kill them again and again.
this meant you could keep an enemy civ in the stone age virtually forever
that doesn't work anymore in MoM thanx to how the AI works. if you harass them with hidden units, they will immediately set a "get something that can see invisible" goal and assess the situation correctly.
in the aforementioned spider exploit that would be building a quick scout to see the spider and overwhelm it with numbers
6) also something you may notice later on
Pyre Zombies are nerfed compared to FFH: they're still very good of course, but no longer completely game-ending.
many of the cheap ways to victory in FFH got nerfed in MoM, like Aristocracy+Agrarianism , Calabim Governor's Manor etc.
there's a lot more buildings, and they are often worth building ( unlike FFH where building military is the norm ) since they are all quite useful and fairly priced.
all of the "less interesting" FFH civs got some new unique mechanics, and there's some new civs as well. ( Doviello get unique promotions from defeating animals, Hippus can set units to be "AI controlled" to influence wars without having to declare one ... and much more