Thanks for the mod FFH II Team. Its one of the best thing to relax after testing Total Realism.
Fortunalty i had 2 or 3 days (actually 4

) to play this mod after release of 2.1
This mod has 5 things that I do not like:
1) Wizards are too weak. Adept strength is 2, wizard is 3 or 4 (dotn remember), but 4 is strength of axeman/swordsman with bronze weapons + plenty of promotions from barbarian fights (before adepts can be made). So in melee wizards are "allways" weaker than melee. Besides imp is too weak, especially it needs high level caster (4 lvl Adept + wizards free promo for that magic). Firaball is also "worthless". 3 strength but casted at stack of 4 orcish spearman it barelly lowoered their strength to 2.8 (weakest one, had bronze weapons).
Besides, going for magic, costs a lot. No bronze working (need way of the nature, to be working good), no buildings that give happiness/commerce/production.
2) Runes of Kilmorph strongest ? +1

from relgion in city is too much. It works well for Khazad as they need money to be happy, but for other civs its just too good, especially with soldiers of kilmorphs +45 hammer hurry production. This way i can make anywonder in barelly 4 turns (prophecy of ragnarok was made like with great engeiner). And their 40 strength mithrill golem

.
3) With raging barbarians, Clan of Embers is way too weak (no xp from combat vs barbarians), Same for that "barbarian" northman leader.
4) Is it me or armageddon counter is too slow ? 500 turns and its barelly 26. Never met Mercurians or Infernal. Maybe Good and Evil Immortals to affect counter ?
5) There is no civilization i would call "favorite". Clan of Embers, but their lack of expirians should result in stronger units, especially with slow goblins "scout". I would like to have civs with stronger units.
Clan of Embers to have strongest melee
Ljosalfar (elves, sorry to dont be a complete fanatic and dont remmeber the name) to he best archers
Khazad to be Orc slayers
Sheiam to be scorch earth (raze cities), as they want to bring downfall. Maybe add their own "demonic" wizard wich will increase armagedon counter for every unit he kills pr/and for every lvl past 7.
Hippus to have stronger cavalary (ATM i dont see its cav to be stronger on way other than horses starting resource)
Elochim to be best life mages (free life I promotion for adepts and prophets?)
I know some may sound inballancive, but its fantasy, lets leave ballanc to Ljosalfar
I like the overall do of the mod. I was very sceptic of this mod, didnt like the idea of Fantasy and Magic in civ4. But once i got tired of TR and had some "holiday" from it, FFH II was the first mod i wanted to check, and so far im very happy of my choise.
When ever i will have a spare time(no work for Total Realism and free time i dont waste on stupidity and laziness), i will try to aid you in further version of this mod, in matter simmilar to wich i helped TR before joining their Team (actually i was drafted ;P)