What about boosting espionage
and steal techs

?
OR it can do whatever the thing Kremlin did
You get both. But I am tempted to nerf free tech acquirement again. Now you get it if 4 of the civs you have open borders with have this tech. In unmodded FfH it is 3.
Great, espionage surely makes it more interesting, I'm also happy to se the return of the ratcatchers. (will we see other old guilds resurfacing ? like Aerons Bounty or the Brotherhood of Wardens ??
With 11 already (I have removed Stewards in 0.22) I am more tempted to remove them than to add another. In fact, I could do without mercenaries and ratcatchers and just link all stuff to techs. But it adds some flavour this way I hope.
Both Wardens and Aerons Bounty were very limited and I do not plan their return, nor any of the other guilds. In fact, ratcatchers are a new guild, just using old name and symbol.
I really like the the rebalancing, especially population needing 3 food instead of 2!! Now every town needs some farmland and this is logical. However, some issues:
- The AI is giving to little priority to farms.
- the watermill should be improved, too - especially as you cannot build them everywhere. +1 food would be nice.
- elves became stronger now as they can build farms in forest
Well, AI gives me a lot of trouble. I want to start fixing it, but hope notque will release his source code and that would save me a ton of work.
Note that watermill can be build without removing feturse, i.e. forest or ancient forest. So it is quite strong...
I want to give elves -1 food from farms. But it is not possible now. well, not without special tech or civic, but maybe I should give it to them, just to limit these size >20 cities. They have too high natural birth rate

Another option, which I can link to a trait now, is to limit feature yield (-1 food from forest tiles?). But it might make elven players remove forests and that is the last thing I want...
One thing I really liked in Civ2: you could create food-trade-routes.
I liked it too, but no idea on good implementation ATM. Especially AI-friendly one.
Respectively the Scions:
After the food-balance they are better. However, is it possible raise the avakeneds by turns and not by chance?
Finally, after conquering the first enemy city the awakened-percentage disappeared and no more came - this is normal?
Thunder_Gr said:
If the Scions in this mod have anything to do with the FF Scions, the awakened spawning is stopped after the population reaches a specific amount. You have to rely on reborns from this point on. It is a part of the civilization mechanics.
They are, the changes are minor (some spells mostly). The spawn code was adjusted a bit to take new Orbis resources into account, but otherwise is unchanged. I will update it to FF patch H version before 0.22 release.
And what A Golden Dragon said, Scions are far from being weak, they just need special playstyle, focusing on certain buildings, techs and civics. You get free reborn if you raze a city when running glory civic, or you can keep the city (i removed FF population reduction on Scions conquests - if it does not apply to infernals, orcs or dark elves, why should it to Scions?). Disciples are strong and can create reborn in combat. And you do not have to worry about food and starving...
So, the late game it is a good idea to go and convert the barbarians

With sword and gift... or just use pelemoc on unhelthy cities. And in 0.22 unhealthiness can be provided by spies...
Regarding illians, it is not possible to increase build rate on just one terrain (well, with current code). But I will link bouble ice movement to winterborn promotion. It is shared with doviello, but I do not mind.
Deep jungle will turn to forest (ice forest??

), but swamp stays. I do not think illians should get much food, but will take a look at what can be changed.
Mazatl trail movement is linked to tech and can't be lkinked to promotion right now. Sorry. I would like to get rid of the jungledwelling tech.
Khazad mountain yield comes from deep underground mining/fungal farms, so should not be dependant on the surface inftrastructure...

Also, improvements, once build, could be used by other civs, and that is something I dislike.
And now I'm really looking forward to 0.22!! Orbis forever!

Thanks!
I hope to get it ready tonight, but exact time cannot be predicted...
Regarding ranged combat, I would like AI to use it more. Ranged counterstrike is a nice idea, but not something I I have a way to implement now.
I hope that part of the problem will fix itself in 0.22. Collateral damage will be limited the way I posted responding Mylon's questions, plus I adopted Vehem's changes to ranged damage. It will now be much more dependant on the strength of the defending unit, plus it will grant xp if the inflicted damage is big.
It will need some adjusting, but hope it is a step in the right direction.