missing file art\units\citizenhoplite\citizenhoplite.ini
Apparently there are some invisible units. At least one of them has bombard.
Islamic buildings available in 753 bc
barbarbians have an academy building
government civopedia entries which aren't totally absent generally have small errors
palace does not make veteran units, contrary to pedia
bridge building is the almighty coveted tech that the ai demands you must research on your own
Sicily, Carthage, and the 2 ones over in the Persia area seem to expand best early on.
articles explaining units and concepts would be helpful
Babylon
The AI is fine with its settlers. I think it's just missing the move command button
Berbers
don't start with any technology and land does not yield enough food to grow
Egypt
has tribal tech for barbarian buildings set
Epirus
its capital city/ roman legion wonder thing can be sold
starts with no settler or worker
Huns
cannot move settler-same as Babylon
Nubia
among others, starts without either road mine or irrigate. useless worker
Parthia
has Egyptian theocracy and Egyptian buildings available
Syracuse
flavor hoplite is especially cheap and strong
Played a game as Britons.
Rushed the Picts relatively early. Took worker and noticed its 2nd city was wide open. The Briton skirmisher only has 1 speed (pedia says fast & blitz). After the razing a 8.2 Pictish warrior killed my spearman. By the time it reached my capital I had a stack of 4 to kill it and its accompanying dog. A moderate stream of dogs since then trickled down as I constructed a stack. So the AI only made 1 Pictish warrior, a whole lot of dogs warriors, and then slightly less amount of archers.
Not particularly Picts but in generall the game defense points are hard to come by compared to cheap high attack units and tough versatile bombarding support on top of it.
Pictures