Ah, okay. Yeah, hadn't thought about multiple climates using the same terrain. Not sure why exactly it's needed, though?
In RifE, the Mazatl/Cualli shift everything to Marsh/Jungle; Do you mean that you expanded it to Features as well, or you only use python to change forest to jungle and don't use python loops? In which case, it's virtually the same, though we don't use overlaps.

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In Orbis, marsh (wetland) is a different thing, the closest you have in Rife is flood plains I think. So, it is treated as aclimatic (azonal) terrain (just as it is in our world... BTW it is interesting that both me and Jean Elcard are biologists, or at least dabble in biology

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I do not see why Tlacatl (Mazatl/Cualli, =reptiles) are associated with water. So, in Orbis they have no association with marsh, but with hot climate & jungles.
Adding tropical terrain and making Tlacatl change terrain to it, let me to achieve several things:
- they turn everything to grassland (but for that I could just use temperate terrain)
- on climate change foprests turn to jungles (and for that I need separate climate, so that i.e. reverting from malakim deserts to temperate terrain would not create jungles that never were there...)
- it gets nice label "tropical"
- The settings of tropical make it longer to go from grassland to desert or tundra
this coupled with new tag "prereq civ" on feature allowed me to copletly get rid of python for tlacatl. And that can only be a good thing.
The biggest thing I have to get used to is using food to produce all units - not being able to grab some early growth while cranking out the initial warriors/scouts seems to be hard for me to get my mind around. Not realy bad, I guess - just different, and a little bit of a shock; I'll just have to play with it and see how it works.
I know, I thought of adding a special warning. After playing a bit, I quite like the change. First, you have more control on if the city should grow. You can still use these great food tiles, but city will still be below pop cap. Also, in time of need it is easier to create that warrior. Plus a second scout early is a nice thing.
I think that it encourages to build some buildings in cities as well.
I know it can also limit your choices (do I grow the city or build army?)
But first, I think it fits the flavour of both the civic and the begginings of mankind/recovering from ice age.
Also, the population boom civic (agrarianism) is available as a second tech - you just have to get agriculture and then calendar.
Complete Stranger here, but I feel compelled to give my advice here.
How to Make Players Love you:
One Word: Customizability. Make it easy for players to customize your features. Whether they be toggable (via a BUG-esque menu), gameoptions, or via an installer system, your mod should be very configurable. Users want to mess with the settings without learning XML. Make it easy for them, and they will come.
Well, yes and no.
I think that options on main features are a good thing. If I am asked several times for an option, I try to add it. But there is no point in adding options no one will use. Or that change mod balance i.e disabling ranged attacks is a big hit for archers/siege units. In fact, siege machines are used only for bringing down city defenses then.
How to Ruin a Good Feature:
If the AI doesn't understand how to use a particular feature, it's worse than having that feature at all.
Yes, AI. It is I think the part that is hardest to improve. In fact, even in unmodded civ AI is not too good. But in mods, it becomes worse. Plus I do not want to force AI to do things, I prefer making it weight its options better. I think I improved it in that matter (basic economy teching, early defenses, religion founding), but there is still much to be done.
Regarding things AI cant use FfH is full of them and yet, it is the most popular mod. Spell system was never really used by the AI. Wildmana improved that a lot, but the AI is still ********. Some options were intentionally disabled for AI i.e. crusade civic, waning of Sidar, so that AI would not hurt itself using it when it shouldnt.
You may disagree with me, but I have more downloads than Orbis + Rife + Wildmana together.
Valkrionn already pointed out that you are wrong here. I have just 3800 downloads on last version (released in june of 2009), but still
Sure, okay. But are those features or just content? There is a big big difference. Espionage sounds interesting, but is it exactly the same as BTS, or reworked in a FFH style?
It is actually superspies by Trojan Sheep and others, but further expanded. Plus I linked it to several FfH features, especially council of esus & empyrean religions. But it still need better integration to make me satisfied.
(Remember, I've never played Orbis before. Or FFH for that matter. Feel free to tell me it's a travesty. I do, however, have the latest version of most of FFH & it's modmods. Good to steal ideas from.

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Felle free to take anything you like, just credit me sometimes
Valkrionn forgot one thing (well, more than one, but I want this post to end somewhere). Orbis has the only really working and meaningfull system of guilds in FfH universe. And this system is expanded and better integrated into game than it was in BtS. AI & balance regarding guilds probably could use some work, but what couldnt? Plus I am working on it.
I've never done that... Honest.

....FF used to have several different modmods. They've all disappeared in completely unrelated circumstances to RifE's increase in size.
Do not expect that Orbis will do the same! Also, I think our target groups might be a bit different, so I will always have a small niche somewhere...
[Xienwolf] And the person who's helped me learn the most; Biggest benefit to starting as an FF mod, in fact, was that he was available to answer questions.
Same here. I learned coding by trial, error & Xienwolfs advice. It is enough to check patch 1.0a changelog to see his influence.

Kael was a lot of help, too. There is a thread where he explained to me how to change unit art (I mean, modify nifs). You can see the units I made using this technique all over Orbis.
Though it might be time to give Ahwaric his thread back....
Dont worry, I mostly got the information I wanted already. Plus this discussion is on topic, so I do not mind.

resistance is futile, prepare to be assimilated
a modular Orbis would come out roughly the same time as Duke Nukem forever
Much later...

In fact, I think Rife is as much suited to be module of Orbis as the other way around. Rife has all FF code, plus some of the recent additions. But I have merged a lot of code from different mods & mod components, plus recently developed a lot of code myself. Not mentioning a lot of fixes, including even a few to Xienwolfs code. That is why Orbis is more stable and has less bugs (I have introduced some of my own though). A lot of work has been done behind the stage...