So I'm about halfway through my first Orbis game and I thought I'd give some thoughts and impressions. I'm playing as the Sidar, their emergent leader (forgot the name). I managed to get Philisophical and Ingenuity on the same turn, making me Def/Phi/Ing. Yes, please! I'm running a GP farm in my capital, and I have the great library there as well as three shrines (FoL, RoK, and CoE).
It is difficult to get used to the new resource yields, and the higher food requirements make it more difficult to get hammers in the early game. Particularly with the Survival vs. Agrarianism choice, growth is just too important to give up for long. It seems like the other civ choices are too far out, and it is easy to become dependent on the +1
from Ag. Then again, this isn't much different from vanilla FfH, I just don't have a coherent civic strat yet
One thing I really like about the higher food requirements is that you are forced to really think about city placement. It seems much more realistic, with rivers, coast, and food resources being the main factors instead of plains hills. In my current game, I have a large plains area with no rivers running through it to my east. It has remained a wilderness so far, a vast savannah for my Rangers to train on. (And now that I have the Baron, a werewolf petting zoo
)
All told, I really like this mod. It feels more realistic without losing the fantasy setting, and it makes drastic changes to the economy without destroying balance (disclaimer: I have yet to found any guilds). All of the additions have been well thought out, and the game runs just as fast (maybe faster) than FfH. However...
The AI is far far FAR too passive. It is turn 290 (normal speed) and there has not been a single war. By fluke of the RNG, all the starting civs are evil or neutral, but that is no excuse. There have been GG's spawning, so the AIs must be fighting barbs, but they are content to turtle and expand, and so am I. A great way to learn the tech tree and economy, but in my next game I will want something a little more exciting.
Also, I have not discovered a single new resource yet. Since I am running a specialist economy, I have mostly farms, yurts, and quarries, but not a single pop in 290 turns. Is it dependent on Earth mana still? Or creation mana? Is there a way to increase the chance, and if so is it documented?
I know automated workers are a no-no, but I put a few on 'build trade network' and when I wasn't looking, they built forts on all my unconnected resources. Bwah?
Also, don't know if it is a cosmetic error or a mechanic change, but when I got industrious from a republic vote, the mouseover read "Increases wonder production by
10%" Hopefully a typo and not a nerf, otherwise I'd have taken the great sage...
Other then those few minor complaints, this is the most stable, speedy, and well balanced major-modmod I've played. Great job, thanks for all the effort you've put in, and keep up the hard work!
EDIT: Unwholesome addiction should not be able to kill. I had a highly promoted hunter who had just killed Curley in Scion lands, and was en route to the Scion capital to heal when he disappeared with only a notification to identify where he had gone. His half-drained healing potion, however, was able to remain and spy on the Scions for the rest of the game