Since the two answers so far are both Orbis, might I ask a question about it? How much, and in what way, does it change the existing factions? In a mod which changes more than AI (I'm playing Wild Mana), making a few of the less interesting factions more interesting would be the first thing I'd want to see. I didn't catch any mention of that in a brief glance at Orbis but I haven't downloaded it and tried.
Otherwise, what's the best new feature or change in Orbis in your opinion?
All of the factions are more interesting IMO...whether it's the dwarves ability to cross mountains, or the amurite battlemages...the Kurios super commerce building (the name escapes me right now, but basically can give something like +40% commerce if the appropriate resources are acquired), or the new civs and their unique mechanics...well, the list could go on and on really.
I really like it, and have found I have a hard time playing base ffh now.
On an aside, I've never played FF, but I'm fairly certain Orbis draws many things from it.
I think FF is even more complex from what I've read in the FF forums when I was curious, leading to quite a few bugs to work out for them guys.
That being said, FF is obviously the most popular modmod for a reason, so I don't want to sound like I'm knocking it or anything.
I just feel Orbis is polished and generally bug free.
Give it a whirl. I dl'ed it just because I was growing bored with base FfH and wanted a change of pace, and now I can't play anything else.
One last note, many civics are radically different from base FfH (aristocracy and agrarianism aren't a super synergistic "I win" mechanic anymore, for example), so it takes some getting used to....also pop use 3 food, not 2, so that is another thing you have to adjust your play for, but I've found it's generally more challenging (and thus more rewarding) than base FfH.