Exactly what it says on the tin.
VERSION 3.1
CHANGELOG:
4/14: This mod has moved to a new thread!
4/7:
This version of the mod actually works. WHAT MADNESS
4/5:
Added 4 new leaders: Allisol of the Dural, Ixthil of the Maztl, Felsah of the Sheiam, and Jon of the Elohim.
Also nerfed Egalitarian to +1 happiness, instead of +3 (it's pretty strong as-is.)
The mod is updated to the Trade patch.
3/24:
--Made the mod hopefully compatible with the flavor-patch (note this means that you definitely have to download that before this mod, otherwise CtD's galore.) I've gotta figure out this Modular XML thing, seriously... anyway, definitely tell me if this causes any errors.
3/22:
--Added 3 new leaders: Eurynome of the Sheaim, Rigmora the Forgotten of the Hippus, and Annika of the Lanun.
--Changed "Ardor" to "Ardent", so that there could be no confusion with the Grigori worldspell.
--Fixed the Manipulative trait. It should work properly now.
New leaders in the 4/5 version:
1) Allisol of the Dural (Urbane):
The Urbane trait grants your cities economic bonuses based on their culture level, starting at the fairly low value of 150 and progressing from there, reaching its peak at 4000 culture. It's a neat trait, and I'd love to hear some input re: balance (I'm a bit unsure of whether I made the gains too powerful or too weak for the cultural legwork required to get them.)
2) Ixthil of the Maztl (Cultist):
He gets bonuses to the build speed of Wyvern Guardians, allowing the Maztl worldspell to be cast earlier, and also grants Shadow 1 to all of his disciple units, making city conquest much easier all around. Good times!
3) Felsah the Accursed and Jon Hatless (Prophetic):
They can build Aether Beacons in their cities at Knowledge of the Ether. Though moderately expensive at 200 hammers, they grant a 2-beaker research boost to that city, as well as a civilization-wide cumulative bonus of 20% to ritual build speeds. Get enough of 'em, and you could swing the Armageddon Counter any way you wanted to with the Sheaim/Elohim-specific rituals. Not to mention those other rituals you could cast with this. Blighting the land has never been so easy.
3/22:
New leaders are as follows!
1) Rigmora the Forgotten (Incorporeal, Raiders)
Yup, we've got ourselves here a past leader of the Hippus, out for revenge against those that wronged her. Or maybe just money, I don't know.

Incorporeal is a trait which can be an advantage or disadvantage, depending on the situation. The deal is, her cavalry units all have the Illusion, Undead, and Sheut Stone promotions, making them somewhat stronger at the cost of no longer being able to kill units directly. This is actually an advantage when it comes to raiding; your units can't be killed nearly as easily, due to instant healing and +1 strength. Of course, it also means your invasions will require mixed forces. You also have the Raiders trait, emphasizing this. Tradeoffs, eh?
2) Annika (Smuggler)
Smuggler is an ability which grants a large research boost whenever you're researching something that a rival has researched who you have open borders with. You gain an attitude bonus with male leaders, too, which helps in maintaining those open borders. Piratical charm, I don't know.
3) Eurynome (The Key and the Gate, Impassive, Emergent)

Eurynome's ability really beefs up the Sheiam Planar Gate summons, but it requires you to collect mana to assist in this, the exact variety which will determine the bonuses you get. She also will always be neutral, regardless of religion.
You can't build Pyre Zombies as quickly (this particular leader has little experience with reanimation magic), but mind that these are really very significant bonuses your gates get from the mana-- water mana increases your max summons by 1 per city per mana, which really adds up, and one dimensional mana nearly doubles the rate at which your summons pour in. Finally, entropy mana increases the experience your demons start with by 2 per. It only goes up from there for each additional mana you collect.
------------
1) Duke Johann of the Mechanos (Manipulative, Emergent, Philosophical, Agnostic, Neutral)
Unique Trait: Manipulative. Allows you to build False Clerics at Philosophy, which can spread any previously-founded religion (of the 7 main religions) to any city. They can also traverse rival territory, which is no small thing, since it means that you'll be able to very easily break up the power blocs resulting from early RoK or FoL religion spread. In short, this trait is meant to incite ill-will between your neighbors. Good times, eh? (Since I'm not sure how useful this will be in practice, I'm treating it as a half-trait in terms of power level, on par with Defender.)
2) Valstran of the Scions (Emergent, Ardor, Evil) and Sera of the Elohim (Emergent, Ardor, Good)

Unique Trait: Ardor. Ardor grants you extra experience for defeating enemies controlled by opposite-alignment civilizations-- if you're evil, that means good civs, and if you're good or neutral, that means evil civs. It also grants your level 7 units a promotion granting +1 strength, of a type dependent on your alignment. This trait is meant to reflect the battle of good vs. evil in a more mechanical way than is normally done in FfH.
3) Rymath of the Malakim (Emergent, Crusader, Neutral)
Unique Trait: Crusader. Crusader grants your civilization a golden age whenever you raze a holy city that's not of your own religion. It's heathen-crushing time!
4) Bertram of the Doviello (Scorched Earth, Barbarian, Emergent, Evil)
Unique Trait: Scorched Earth. Scorched Earth grants you an extra 20 gold per population whenever you raze a city. Which is nice. On the other hand, it doesn't particularly give you any help in accomplishing the task of razing cities. Still, if you can manage a rough start, it'll let you fund your entire military off of your conquests once you get the ball rolling.
5) Anasta of the Dural/Illians: (Ice Touched, Manipulative, Megalomaniacal, Emergent, Evil)

Unique Trait: Megalomaniacal. Whenever you capture a city, you gain +10 science per population that city has. It's a small boost, but a significant one, and definitely lends itself towards a more militaristic teching strategy than might normally be done. Balance-wise, I treat Ice-Touched as no net change in power (since it forces you to the White Hand), with Manipulative and Megalomaniacal as a half-trait each. Which puts Anasta about on par with Raitlor, which is as it should be.
6) Sorah and Ecks of the Austrin (Exotic, Emergent, Defender)
Unique Trait: Exotic. This allows you to build the Joining in one of your cities, which takes a random civilization not already in the game and puts it in control of that city. And on your team (much like your own personal Mercurian Gate.) Just imagine:
Due to a zany mishap with the paperwork, the Austrin and Doviello have to share a cramped apartment together! They can survive the trials and tribulations of Erebus... but can they survive each other?
6) Shaima of the Grigori (Valorous, Emergent, Defender)
Unique Trait: Valorous.This one's pretty much a rubber-band mechanism. Whenever a city is captured by another civ, all of your units gain experience equal to the proportion of population you lost in its capturing. For example, if half of your population is captured, your units all gain 15 experience; if a third of your civ is captured, they gain 10. (Note: these are approximate figures, and you gain considerably less XP per unit if your civ is low in total population.) Yes, Shaima is all about going beyond the impossible and kicking reason to the curb, making epic comebacks where other leaders would be down for the count.
INSTRUCTIONS: Go to the other thread for the download.
Questions? Comments? Balance concerns? Ask away!
VERSION 3.1
CHANGELOG:
4/14: This mod has moved to a new thread!
4/7:
This version of the mod actually works. WHAT MADNESS
4/5:
Added 4 new leaders: Allisol of the Dural, Ixthil of the Maztl, Felsah of the Sheiam, and Jon of the Elohim.
Also nerfed Egalitarian to +1 happiness, instead of +3 (it's pretty strong as-is.)
The mod is updated to the Trade patch.
3/24:
--Made the mod hopefully compatible with the flavor-patch (note this means that you definitely have to download that before this mod, otherwise CtD's galore.) I've gotta figure out this Modular XML thing, seriously... anyway, definitely tell me if this causes any errors.
3/22:
--Added 3 new leaders: Eurynome of the Sheaim, Rigmora the Forgotten of the Hippus, and Annika of the Lanun.
--Changed "Ardor" to "Ardent", so that there could be no confusion with the Grigori worldspell.
--Fixed the Manipulative trait. It should work properly now.
New leaders in the 4/5 version:
1) Allisol of the Dural (Urbane):
The Urbane trait grants your cities economic bonuses based on their culture level, starting at the fairly low value of 150 and progressing from there, reaching its peak at 4000 culture. It's a neat trait, and I'd love to hear some input re: balance (I'm a bit unsure of whether I made the gains too powerful or too weak for the cultural legwork required to get them.)
2) Ixthil of the Maztl (Cultist):
He gets bonuses to the build speed of Wyvern Guardians, allowing the Maztl worldspell to be cast earlier, and also grants Shadow 1 to all of his disciple units, making city conquest much easier all around. Good times!
3) Felsah the Accursed and Jon Hatless (Prophetic):
They can build Aether Beacons in their cities at Knowledge of the Ether. Though moderately expensive at 200 hammers, they grant a 2-beaker research boost to that city, as well as a civilization-wide cumulative bonus of 20% to ritual build speeds. Get enough of 'em, and you could swing the Armageddon Counter any way you wanted to with the Sheaim/Elohim-specific rituals. Not to mention those other rituals you could cast with this. Blighting the land has never been so easy.
3/22:
New leaders are as follows!
1) Rigmora the Forgotten (Incorporeal, Raiders)
Yup, we've got ourselves here a past leader of the Hippus, out for revenge against those that wronged her. Or maybe just money, I don't know.

Incorporeal is a trait which can be an advantage or disadvantage, depending on the situation. The deal is, her cavalry units all have the Illusion, Undead, and Sheut Stone promotions, making them somewhat stronger at the cost of no longer being able to kill units directly. This is actually an advantage when it comes to raiding; your units can't be killed nearly as easily, due to instant healing and +1 strength. Of course, it also means your invasions will require mixed forces. You also have the Raiders trait, emphasizing this. Tradeoffs, eh?
2) Annika (Smuggler)
Smuggler is an ability which grants a large research boost whenever you're researching something that a rival has researched who you have open borders with. You gain an attitude bonus with male leaders, too, which helps in maintaining those open borders. Piratical charm, I don't know.
3) Eurynome (The Key and the Gate, Impassive, Emergent)

Eurynome's ability really beefs up the Sheiam Planar Gate summons, but it requires you to collect mana to assist in this, the exact variety which will determine the bonuses you get. She also will always be neutral, regardless of religion.
You can't build Pyre Zombies as quickly (this particular leader has little experience with reanimation magic), but mind that these are really very significant bonuses your gates get from the mana-- water mana increases your max summons by 1 per city per mana, which really adds up, and one dimensional mana nearly doubles the rate at which your summons pour in. Finally, entropy mana increases the experience your demons start with by 2 per. It only goes up from there for each additional mana you collect.
------------
1) Duke Johann of the Mechanos (Manipulative, Emergent, Philosophical, Agnostic, Neutral)
Unique Trait: Manipulative. Allows you to build False Clerics at Philosophy, which can spread any previously-founded religion (of the 7 main religions) to any city. They can also traverse rival territory, which is no small thing, since it means that you'll be able to very easily break up the power blocs resulting from early RoK or FoL religion spread. In short, this trait is meant to incite ill-will between your neighbors. Good times, eh? (Since I'm not sure how useful this will be in practice, I'm treating it as a half-trait in terms of power level, on par with Defender.)
2) Valstran of the Scions (Emergent, Ardor, Evil) and Sera of the Elohim (Emergent, Ardor, Good)

Unique Trait: Ardor. Ardor grants you extra experience for defeating enemies controlled by opposite-alignment civilizations-- if you're evil, that means good civs, and if you're good or neutral, that means evil civs. It also grants your level 7 units a promotion granting +1 strength, of a type dependent on your alignment. This trait is meant to reflect the battle of good vs. evil in a more mechanical way than is normally done in FfH.
3) Rymath of the Malakim (Emergent, Crusader, Neutral)
Unique Trait: Crusader. Crusader grants your civilization a golden age whenever you raze a holy city that's not of your own religion. It's heathen-crushing time!
4) Bertram of the Doviello (Scorched Earth, Barbarian, Emergent, Evil)
Unique Trait: Scorched Earth. Scorched Earth grants you an extra 20 gold per population whenever you raze a city. Which is nice. On the other hand, it doesn't particularly give you any help in accomplishing the task of razing cities. Still, if you can manage a rough start, it'll let you fund your entire military off of your conquests once you get the ball rolling.
5) Anasta of the Dural/Illians: (Ice Touched, Manipulative, Megalomaniacal, Emergent, Evil)

Unique Trait: Megalomaniacal. Whenever you capture a city, you gain +10 science per population that city has. It's a small boost, but a significant one, and definitely lends itself towards a more militaristic teching strategy than might normally be done. Balance-wise, I treat Ice-Touched as no net change in power (since it forces you to the White Hand), with Manipulative and Megalomaniacal as a half-trait each. Which puts Anasta about on par with Raitlor, which is as it should be.
6) Sorah and Ecks of the Austrin (Exotic, Emergent, Defender)
Unique Trait: Exotic. This allows you to build the Joining in one of your cities, which takes a random civilization not already in the game and puts it in control of that city. And on your team (much like your own personal Mercurian Gate.) Just imagine:
Due to a zany mishap with the paperwork, the Austrin and Doviello have to share a cramped apartment together! They can survive the trials and tribulations of Erebus... but can they survive each other?
6) Shaima of the Grigori (Valorous, Emergent, Defender)
Unique Trait: Valorous.This one's pretty much a rubber-band mechanism. Whenever a city is captured by another civ, all of your units gain experience equal to the proportion of population you lost in its capturing. For example, if half of your population is captured, your units all gain 15 experience; if a third of your civ is captured, they gain 10. (Note: these are approximate figures, and you gain considerably less XP per unit if your civ is low in total population.) Yes, Shaima is all about going beyond the impossible and kicking reason to the curb, making epic comebacks where other leaders would be down for the count.
INSTRUCTIONS: Go to the other thread for the download.
Questions? Comments? Balance concerns? Ask away!