![]() ![]() Well, Bannor is the obvious answer, but I'm assuming you read the OP, so I'm gonna give you different suggestions. The ones I listed here are the big ones, the ones where you choose one and that shapes any other modding you'd do further. Keep in mind that there are a billion modmods that just change or tweak vanilla FFH2, adding a new civ here or new unit there or that sort of thing. If you're just looking for a fairly simple place to start diving into the world of FFH2 modding, this probably isn't a bad place to start. None of the new features of RiFE/AoE/Orbis, none of the overhauls of MoM, none of the changes of Magister's. * Its commitment is firstly to balance and secondly to vanilla FFH2, and therefore has the fewest changes of any of the modmods save MNAI. ![]() Haven't played this one myself, but I intend to check it out at some point. * Uses MNAI as a base, seeks to add, remove, or tweak the game such as to make the civs relatively balanced, and therefore usable in competitive multiplayer. My personal favorite of the batch, and that bias probably shows. * Makes no attempt to be balanced, but is tons of fun. Has many new features, and has one of the more complete civilopedias, and is still supported and updated, generally soon after any new MNAI patch. * Aims to stay as true as possible to FFH2 lore, including adding or removing units and features with that in mind. Think of it as almost fulfilling a similar role to Skyrim's Unofficial Patches. Haven't actually played this one, but quite a few modmodmodmodmodmodmods incorporate the changes it makes. * A modmod that doesn't add or remove anything from base FFH2, just DLL fixes and AI improvements. * Not my cup of tea, but worth taking a look at. Safest to say it's 'inspired by' FFH, I guess. * With the most recent update and the drastic change to the mana system, can no longer really be said to be lore-friendly at all. Spell research is separate from tech research, many more resources to concern yourself with (wood, leather, metal, etc.), simplified mana system (only 4? IIRC kinds of mana, and they function entirely differently than in FFH2). Can be considered as much a total conversion of FFH2 as FFH2 is of CIV. * Drastic departure from Core FFH2 gameplay. Recently released (a few months ago) a massive update, version 4.0 or something. * Never played it, outdated, completely replaced by. Feels much more like a BTS game than an FFH game, in my memory. Pretty decent mod, all things considered. Brings back some CIV:BTS mechanics like corporations and espionage that were removed from FFH2 (given it first emerged before BTS did), and adds some of its own civilizations as well. * No longer an FF modmodmodmodmodmod but incorporates some of the civs from FF, IIRC. IMO it ends up feeling chaotic and watered-down, whereas FFH2 has some really tight and impressive lore, but if lore isn't as much your thing you could have a lot of fun with this one. * Overall, RiFE and AoE have gone in an entirely different direction than 'vanilla' FFH2 and many of its modmods, and the lore especially can only really be considered to be 'inspired by' at this point. Makes some changes to certain civs that not everyone agrees with, but is modular, like RiFE, so you can revert those changes if you want. Quite a few bugfixes from RiFE, and attempts to make the whole thing more stable and with fewer missing Civilopedia entries. * A modmodmodmod, a fork of RiFE that's still (last I checked, anyway) receiving updates. * Development slowly dwindled, and now has a further fork, called. One of the major new mechanics, off the top of my head, is that forts exert cultural control, slowly growing into improvements much like Civ5's citadels, and always have a free "Fort Commander" that slowly levels up and gets more powerful as time goes on. Plays somewhat differently from 'vanilla' FFH2. * There's a lot going on in this mod, and it can take a while to wrap your head around all the new mechanics. Attempts to be modular, but the launcher is somewhat buggy and the game often has issues if you add or remove modules. * A Modmodmod of FF, it adds even more new civs and mechanics. Nothing really outstanding about it, in my memory. It's pretty decent if what you're wanting is just "More FFH2", and isn't a bad place to start, either. * I only played a bit of this one, early on. Not many new mechanics, and makes an attempt to fit the new civs in with existing lore, though not always successful. ![]() * Takes vanilla FFH2 and adds a few more civs and things. Haven't played all of them, and haven't played any in a year(ish?), but let's see what I can do. ![]()
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