Ive played a few games out quite far now and Ive noticed the ability to maintain a large empire and/or be a warmonger in the endgame is basically shot. Here is a pic from my size 22 capital, emperor level difficulty:
Ya the war weariness is a lot (I have -25% from military state and -25% from dungeon, i cant imagine what it would be without) but thats expected... War weariness I dont think is suppose to deter you from war, but force you to adopt particular civics to deal with it. I can handle that... The problem is notice whats going on with the "We Demand Republic." Im currently in God King but as you can tell by the -13 unhappiness difference it isnt working out. I have the money along with all the cool new fun units in FfH to go to war and start beating up people with but i cant because of how this Republic negative works. Taking over cities and managing the unhappiness and war weariness in a large empire in the vanilla game typically requires Monarchy. Yet monarchy gets obsoleted in this game which is unfortunate. Consider that Republic gives an additional +3 happiness to my 6 largest cities in this map, switching to republic alone is this example is then the equivlant of gaining
9 happiness because of the -6 it will also remove. Yet if were to go to monarchy i would still have this -6 unhappiness in my 6 largest cities not to mention -3 or -4 in all my medium sized ones. So switching to Monarchy over Republic requires at a minimum for me to produce 36 new units to stick on my cities just to break even with what republic would give. Lets say i have 6 more medium sized cities that are all receiving -4 from the republic modifier, that means I need 24 more units for a grand total of 60 units that i need to produce and stick on my cities doing nothing with just to have Monarchy break even with republic in this example..... I think this is a little unbalancing and it makes trying to go to war and take over cities in the mid to late game pointless. Being in Republic doesnt let you maintain all your new cities and non-core ones that are suffering from war weariness and "wanting to join the motherland." Yet if you switch to monarchy to deal with this all your cities get even worse because of the "we demand Republic." This ends up making Republic like Emancipation was in vanilla civ meaning the civic that you have to switch to later on whether you like it or not cause nothing else really works. And oddly enough for a mod that i really enjoy and that seems focused on adding lots of cool new units for you to fight with,,, this discourages war in the endgame which is the most fun time to fight i think and is the purpose of this mod i believe. I mean i guess i could solve my happiness problems by stopping the war and getting rid of the -13 war weariness but again,,, this is Fall for Heaven!!! People arent playing it to win by the UN or space race and besides even if i did stop the war the fundamental problem of Republic obsoleting all the other gov civics still remains, especially Monarchy, the civic that is suppose to allow you a playstyle different from republic.....
You think you could ponder a change in this area Kael? Foreign trade already has an Emancipation like effect. Two civics doing this is quite harsh, especially when one negates the ability to be a warmonger endgame in a mod that encourages it. Perhaps put it back how it was in vanilla civ. That way its still powerful but would also serve a unique role for those that have a playstyle focused on specialists.
Anyway couple of other minor things:
1) Spells like fireballs and such that attack wearwolves and die become wearwolves themselves. Seems a bit odd. I shot a stack of fireballs at some wearwolves and their numbers practically doubled
2) Fireballs and spells can create slaves in the slavery civic.
3) Meteor's from archmages seem to be able to take over cities half of the time, but not others. I conquered then occupied or even razed many cities simply from meteors. Im not sure why this works on some cities and not others. I'll try to look for a pattern and note whats going on next time.
4) For the life of me I cant figure how to build arcane barges. I have all the techs and such. Yet its production value is 1 so i assume you have to upgrade to it. Which unit does this though?
5) The computer doesnt hardly spread religeon,, its like they are not realizing what the first level missionary guys are for. It also seems not to realize the potency of it either. Saverous and Rosier the fallen were never built in my game because the computer players that founded them just switched over to kilmorph or leaves instead. Seems unfotunate. I realize this might be out of your control, tweaking the AI, but just wanted to touch on it.
6) I didnt get to be octopus overlords so will get back later on the lunatic upgrade cost thing...
Also I know many people think conjurors and archmages are overpowered but i noticed if you are attacking iron golems or have magic/fire resistance on your units then the meteors and elementals just bounce right off... So this aspect seems done out and balanced pretty well,,, though the base units could be lowered by 1 power each i think. They seem a bit too buff in melee combat.
Otherwise the game is extremely fun at early, mid and late game and seems balanced very well. The game requires you to utilize all units for effective attack and defense and there doesnt seem to be one unit, even heroes that can dominate all by themselves. Well,, except for the mithril golem, but i think his 5000 cost balances that out, heh. The national unit feature for the really buff units adds a lot of strategy to the game. In fact I dont think it would be nearly the same without it. Just wish i could go warmongering and use monarchy endgame without my whiny people protesting for republic
hope this helps. -naf