A brief recap below, hoping it can be usefull:
Fix that can be removed from the mod
- Meji overbuilding bonus: 1.1.1 should have fixed this, I guess it can be removed from the Mod now
Known bugs of things that simply do not works 100% of time (if a good souls know how to fix can be added to the mod):
- Ming wall (URGENT/ GAME BREAKER): at the start of the Modern Age, each tile with a Ming Wall reduces the city's food requirement per population by 1. While the UI still displays the correct population, the food calculation is incorrect. As a result, cities with numerous Ming Walls can grow remarkably easily in Modern Age (enough to ban the Ming for me)
- Incense do not boost missionaries (fixed in another mod, not here): Incense boost temple production but not the missionary production. This has already been fixed thanks to @Smayo (see Community Bugfixes Extended v1.11), but I think for some reason it's not still been included in this mod
- Mobility promotion (fixed in another mod, not here): Mobility promotion for Commanders doesn't correctly ignores Rough and Minor River terrain when packed. As the previous point, this has already been fixed in @Smayo 's mod, I guess the fix could be reported also here
- Prussian streets everywhere in Modern Age: for absolutely no reason, at the start of modern Age ALL the roads in neutral territory get transformed in Staatseisenbahn (the prussian special road). This obviously creates many distortion, boosting tons of tiles in the empty world and promoting colonization in these tiles
- Staatseisenbahn yield not reported in the UI when city grow: not only the previous bug is definitely annoying, but also the related UI is broken. Staatseisenbahn improves the yield in the tile, but this is not reported when you have to add a citizen in the tile (the yield magically appear from nowhere after you've decided the tile to put the citizien)
- Civic based on Attributes: civics based on attributes counts only the attributes gained in the current age, making the second tier of ideology civics not only useless, but damaging for people who don't know this (these civics give a bonus for the attributes but also a malus)
- Distant Land Legacy bonus working in Original Continent: I've not tested this enough, but I'm pretty sure that the Legacy bonuses you can start when an Era begin are completely broken in all (or almost all) the situation where a bonus should be given only to distant land's cities; the bonuses instead appear for ALL the cities. Also, in modern I choose the +2 population in distant land bonus and I'm almost completly sure I received way more than 2 population in every city (I received something like 5, no idea if the other 3 could have been related to something else but I'm pretty sure not)
- Hoplites combat preview: @WarlockEngineer as already reported above (message #142 of this thread) a fix for the fact that hoplites report a wrong combat preview message when used
Known bugs of things that do not works sometimes (if a good souls know how to fix can be added to the mod):
- Commander melee coordinated attack: this "sometimes works", but starting from something like half ancient Age seems bugged TONS of times. Basically really often the commander melee coordinated attack simply doesn't work (you click it, the commander lose all movement, but nothing happen and no friendly unit attack anyone), or moves unit which CAN'T even reach the target. This is probably a type of bug that would require many analysis anyway.
Hoping they can have a solution

and in the meantime obviously thanks to all as always!!!
A brief recap below, hoping it can be usefull:
Fix that can be removed from the mod
- Meji overbuilding bonus: 1.1.1 should have fixed this, I guess it can be removed from the Mod now
Known bugs of things that simply do not works 100% of time (if a good souls know how to fix can be added to the mod):
- Ming wall (URGENT/ GAME BREAKER): at the start of the Modern Age, each tile with a Ming Wall reduces the city's food requirement per population by 1. While the UI still displays the correct population, the food calculation is incorrect. As a result, cities with numerous Ming Walls can grow remarkably easily in Modern Age (enough to ban the Ming for me)
- Incense do not boost missionaries (fixed in another mod, not here): Incense boost temple production but not the missionary production. This has already been fixed thanks to @Smayo (see Community Bugfixes Extended v1.11), but I think for some reason it's not still been included in this mod
- Mobility promotion (fixed in another mod, not here): Mobility promotion for Commanders doesn't correctly ignores Rough and Minor River terrain when packed. As the previous point, this has already been fixed in @Smayo 's mod, I guess the fix could be reported also here
- Prussian streets everywhere in Modern Age: for absolutely no reason, at the start of modern Age ALL the roads in neutral territory get transformed in Staatseisenbahn (the prussian special road). This obviously creates many distortion, boosting tons of tiles in the empty world and promoting colonization in these tiles
- Staatseisenbahn yield not reported in the UI when city grow: not only the previous bug is definitely annoying, but also the related UI is broken. Staatseisenbahn improves the yield in the tile, but this is not reported when you have to add a citizen in the tile (the yield magically appear from nowhere after you've decided the tile to put the citizien)
- Civic based on Attributes: civics based on attributes counts only the attributes gained in the current age, making the second tier of ideology civics not only useless, but damaging for people who don't know this (these civics give a bonus for the attributes but also a malus)
- Distant Land Legacy bonus working in Original Continent: I've not tested this enough, but I'm pretty sure that the Legacy bonuses you can start when an Era begin are completely broken in all (or almost all) the situation where a bonus should be given only to distant land's cities; the bonuses instead appear for ALL the cities. Also, in modern I choose the +2 population in distant land bonus and I'm almost completly sure I received way more than 2 population in every city (I received something like 5, no idea if the other 3 could have been related to something else but I'm pretty sure not)
- Hoplites combat preview: @WarlockEngineer as already reported above (message #142 of this thread) a fix for the fact that hoplites report a wrong combat preview message when used
Known bugs of things that do not works sometimes (if a good souls know how to fix can be added to the mod):
- Commander melee coordinated attack: this "sometimes works", but starting from something like half ancient Age seems bugged TONS of times. Basically really often the commander melee coordinated attack simply doesn't work (you click it, the commander lose all movement, but nothing happen and no friendly unit attack anyone), or moves unit which CAN'T even reach the target. This is probably a type of bug that would require many analysis anyway.
Hoping they can have a solution

and in the meantime obviously thanks to all as always!!!
- Ming one: Might be beyond our control to fix, but will look into it. Do other fortifications like HillFort do it too? Is it just Ming, not Han wall from Antiquity to Exploration?
- Yeah the Missionary one I just forgot to add to this mod, will add soon.
- I am unsure on the Mobility one, it does make for some disgustingly fast conquering, but it is what Firaxis says. That Meiji overbuiliding ability did end up being what the loc said, not what the game said.
- The Staatseisenbahn one might also be hard to fix, since its a part of the road system. I would have to do quite a bit of testing playing Prussia to make sure they still get it for railroads.
- Staatseisenbahn yield, hmmm, I think its outside the remit of this as a database mod, it would need UI work. And other bonuses dont show, like the Influence you get from placing the Parthenon on Rough Terrain.
- Civic based attributes, I think I could come up with a fix, but it would basically be rebuilding the whole tradition.
- Distant Land Legacy Bonus: I have not experienced this. Are you sure you aren't conflating this with the +1 pop on Towns? It reapplies at the start of each age. In addition, all your cities bar the capital become towns, so they all get it, and Towns have lower food thresholds for growth, so could push you to get another growth event.
- Hoplite,yeah nice fix, will do a test with and without to make sure its doing everything right.
- Coordinated Melee, yeah it sucks and you can't trust it. We have no access to this, even in the UI its just a request to do the action to the game engine. Pillage is similarly bad I find.