Maybe not, but the small changes that are in plus the RiFE changes make it play very differently than it does in vanilla FfH! I already played two quick games and abandoned both.
First one was Jonas Endain. I waited until I found my first opponent before popping For the Horde. The barbarians I got set to plundering their lair and before long I had just shy of 500 gold and the new found goodie huts gave me a nice bump in techs. I declared war on the Elohim and rushed him with the new barbarians, taking out all the defenders outside the city. I sat my boss outside the Elohim capital, hired then enlisted two archers and started peppering the Elohim with arrows while turn after turn the boss kept hiring warriors. Once I had about twice as many warriors as the Elohim. Waaargh! The capital fell and it had an amazing starting plot. It was about turn 50. By Turn 70 there were so many barbarian cities from the forts I had captured and Acheron spawned. By turn 100 the barbarians had killed two more civs, leaving only three opponents for me. I had built all the early wonders and had a massive tech lead, so I called it a win and decided to try again.
My game with the Hafgan the Purger was far different. My starting plot was amazing, four riverside mushrooms! There was a lot more thick forest and I lost a lot of Bosses to Treants. I finally found the Grigori on the other side of a large mountain range, I DoW'd and hit For the Horde. This time I had a lot worse luck with the lairs. There were dread hampsters everywhere. And since goblins don't get defense bonuses anymore they were getting mauled by the wildlife, who were getting nice promotions. My attack on the Grigori stalled because of a pack of scorpions (8 strength.) Once the scorpioins took the chokepoint, my army was cut off and was dismantled by Hippogriffs, Scorpions and Treants.
There's now Malaevolent Flora (or the ocean) isolating me from the rest of the civs. Both of my workers were just killed, one by a baby spider and the other by a fully promoted S6 M4 flock of Hippogriffs that invaded my borders! I called it quits on turn 75. I had just built up a substantial warparty, killed the Hippogriffs and broke their eggs. As soon as the warparty steps outside our borders they are mauled run screaming in terror from a Pack of Cave Bears.
Two very different experiences, both interesting games. I'm going to play with Sheelba next to see if I can split the difference.
A bit o' feedback:
* Turn 75 on standard speed, a Combat 3 Strength 18 animal unit that causes fear? Is that normal?
* Animals, of course, shouldn't come into my cultural borders and kill my workers. It appears there's a bug (prolly in the FF code for the animal civ) code. Animals that are already in cultural borders (even Barbarian) can move freely within the borders at will. Animals can get placed into cultural borders when the borders expand. I saw this happen once in my first game. I had a Treant pinned between peaks and my borders. When my borders expanded it went on a rampage. In the second game I never even saw the Hippogriff Flight, probably because it was in the borders of a barbarian fort that was touching my border.
* The animals seem to really, really hate the Clan. Or are they just even more dangerous in RiFE than they were in FF+?
* The behavior with regards to forts and the clan is somewhat confusing and inconsistent. Forts/Castles/Citadels discovered in the wild can be claimed, placing an Overlord in power. This overlord will eventually revolt, turning it to a barbarian owned fort. Some goblin forts, once looted, turn into cities the next turn. Others turn into forts, with an Overlord, who revolts, returning it to the barbarians. Bosses can create a fort, but they do not have Overlords, only simple fort commanders. It also seems a little powerful that from turn 1 the Clan can build very cheap units that can put forts wherever they want in only 3 turns. The Clan needed this kinda boost, and I don't see it being that overpowered in the later game (which I haven't got to yet.)
* I like the bosses. Somehow I wish that units that didn't have a leader were penalized, or that having a leader would remove the negative aspects of being "undisciplined." Perhaps having a Boss as leader would lower the chance of For The Horde units reverting to barbarians. I imagine they are complete assassin fodder. I don't see them as being useful for anything but absorbing assassin attacks.