I would like to remind all of you that we are playing with 'no barbs' option ON
Pixiejmcc, I will paste here some of my descriptions of changes in Orbis. Maybe it would help:
I will try to describe here what I think are major changes from FfH to Orbis (for those of You who do not know Orbis well):
1. Changes in economy:
- reworked civics; no longer "wining combinations" like Aristogarian in FfH
- people eat 3 instead of two, but lot of ways to increase food yields - technologies giving additional food from farms, buiding giving % bonus to food
- almost all improvements are "good" to use - no longer easy decissions.
- much more resources, including new strategic resource - duskwood (increases ranged attacks of archers)
2. New civilizations
- Dao - element masters, agnostic. summon elementals
- Mechanos - steampunk, antimagic, agnostic. a lot of machines
- Palatinate - middle ages civ, has smething to do with Warhammer setting
- Scions - undead civ, ARE NOT ALLOWED IN THIS GAME
- Tlacatl - lizards that play differently depending on alignment. Evil ones are slavers and potion masters, good ones - deeply religious
3. Reworked civilizations - basically all, but major changes to:
- Doviello (animal totems, only Charadon is barbaric)
- Elohim (huge reworking, I do not know details)
- Kuriotates (ARE NOT ALLOWED)
- Sidars (no more waning, units can survive their dead)
My advice: try to play with civilization you have chosen - even if you think that you know this civ well from FfH, you could be mistaken
4. Changes in religions:
- reworked Octopus Overlords - now named 'the Old Ones'. Lot of changes.
- Empyrean as state religion grants +20% of science in every city
- Council of esus as state religion grants +50% of espionage in every city
- new religion: White Hand. If Illians are in the game, other civs can discover this tech only AFTER them (so Illians will always get Holy City). Will change terrain for tundra (not for Illians) and give bonus in tundra (not for Illians and Doviello)
5. BTS-like rules:
- guilds (I believe 10 of them); every guild has something special - for example Miner's guild executive can found resources on hills (gold, copper etc.); guilds also give access to special buildings
- espionage (not as important as in BTS, but it is here)
- great generals: can join units, recruit in cities or build special buildings (there are lot of them)
6. Other important things:
- spell system reworked
- ranged attacks
- three barbarian factions: animals, orcs (will not be in this game) and demons. can be at peace with any of them -for example elves start at peace with animals, anyone can build ritual to get peac with demons, etc.