Too frequent civic changes for AI Could be a Rev problem, currently trying to solve it
With this one, c2c battled this problem for awhile, in particular koshling- did lots of ai work to fix this pretty sure.
Another thing about AI and civics is that the AI seems to have an overwhelming preference for running intolerant all the time (even in the transhuman era), which gives it research penalties.
Speaking of the transhuman era, Having played thru it properly, I have come up with the following observations:
1) I feel the dreadnaught unit (the one with 240 strength) should be made a national unit again with a limit of 5. Among some reasons is that other niche armored units in the transhuman era (such as stealth armor) simply dont have a place in late game as they all get replaced by the dreadnaught unit. This leads to the dreadnaught units just being used in all situations because of their sheer strengh. Then it simply becomes a question of having more of them than your opponent rather than being creative by varying your armored units.
2) The dreadnaught unit is also irritating when its placed in a city because it makes it impossible to click on the city itself since the unit is so huge. I am not sure if one can make the clickable area of it smaller?
3) I feel the heroic promotions and high maintenance cost should be restored for the dreadnaught should the decision be made to make it nationalized again.
4) The Advanced Warmachines tech should be a requirement to build dreadnaught units.
5) I am considering whether it would be good to remove, or otherwise reduce the strength of the final units in the tech tree which are the hi-tech robot, and sentinel. They are very uninspired units and seem to make all the other units obsolete. I am simply trying to figure out a solution where all units in the transhuman era have their niche and uses (like maceman / crossbowmen, mounted units) rather than being replaced by a single unit. My take on it is that the dreadnaught should be nationalized, and be made the most powerful unit in game. But I need to experiment more with the future era units as I have not figured out the rock paper scissor's combinations for all of them yet.
6) Tech research is still way to fast in the transhuman era (I play on normal speed)
7) I am not up for much new content, but would love to see an an exception made for something that has been bugging me for quite a while: It would be great to see a newer settler type units beyond the pioneer which would found cities with more buildings than the predecessor settler units. In the transhuman era you could have something like a colony pod (think alpha centauri) that by default founds a city with almost all the modern era buildings and some transhuman era buildings.
8) I am thinking that upon research of ecological engineering it should be possible to terraform marsh terrain into grassland.
With AND 2.0 I have also taken note of a new bug, though I am not sure if this is intentional. If you acquire a tech or a resource to build a particular unit or building, it only becomes available to build on the
next turn after you fulfilled the requirements for building that unit / building. For example, if I discover democracy and make a civic change, after my anarchy is over, I can see that the Agora building in my city build screen but its greyed out so I cant build it. On the next turn I am able to build it. This applies for units as well and having the resources to build them.