OK, let me chime in with my first real play attempt here. I'm somewhat familiar with FfH2, and have played the wildmana and RiFE mods a few times each - so I'm no expert, but I'm familiar with the concepts.
Many of these observations stem from something I'd mentioned earlier - with limited documentation, I'm not always sure, with a change, if it's working as intended or if it's something that is a little ... strange. The building units woth food thing I get now (thanks for the quick explanation - I hadn't seen that before, as I didn't look closely enough at the civics choices!) but I imagine several of these are similar in that there are perfectly good explamations, I'm just not familiar enough to know how the system works yet!
Anyway, here are the observations I had from my first try:
-I mentioned the difficulty I had adjusting to unit production - maybe I'll have to try again and see how soon I can get out of my initial civics. Until then, I found this made it feel like my early growth was slowed as I had to choose between units and city growth (and I realize this was probably what was intended here!) I just wonder how the AI handles it - does the AI understand the new civics? I noticed even with slow growth, I was still #2 on the largest civs chart, and I hadn't really been trying too hard to expand...
- My balseraphs warriors capture slaves, without slavery? is this right? (Maybe it is, as I see they can be added to the freak show...)
- Having so many resources available is almost distracting. I had a decent sized continent, all to myself, and I don't think there was any square where I could have placed a city that didn't have 2 or 3 resources in the fat cross. So many kind of makes them less interesting - normally I pay close attention to placement, to grab resources as best I can. After my second city, I stopped trying so hard; there were so many out there it seemed pointless to try to plan city placement for resources. All in all, realy made the individual resources seem far ess important - and allowed for some pretty silly health and happiness bonuses; after I did get my capital growing it had some pretty hefty happy/health caps for so early in the game.
- Got an event: 50% damage from unwholesome addiiction? why? caused by what? (just a warrior, on a hill...) Random events I understand - they're random by nature. But this seemed a little frustrating, as I kept wondering what I did to trigger that, and there was no way of knowing.
-griffon nest spawns in sight, right next to border? early enough that all I have are warriors - 2 of them, each with a <.1 chance of victory? well, they're not entering my borders - guess I'll have to see how they work when I get my hunters up. (never did; see below)
- On a forested hills tile, i've got mining. Why can't I build a mine? (Can build a farm, quarry, or chop...) Chopped forest - still can't mine. Looks like quarry is the same idea?
Finally, as I thought I was getting the hang of it (about 250 turns in on a marathon speed game), got a unexpected crash to desktop. No save file available (I think; I could check the autosaves) so no idea what caused it. Hadn't built any new units or tried anything different, so I don't think it was one of my actions, but other than that I have no idea...
Anyway, my final feel is that it's pretty easy to get overwhelmed by all the changes (tech tree, civics, mechanics, resources). Documentation would fix some of this - but, honestly, I came away from that attempt feeling like there was almost too much in there (especialy in the resource department...) This is a wierd thing for me to say, as normaly I'm a big fan of new additions and new content - but it almost feels like Orbis goes too far with new stuff (at least, for my tastes...) But, then again, my first play got stopped early - I'll probably need to give it another try to be fair...