Looks like they were lucky to end their turn with a priest of leaves that has the ability to bloom forests on a tile that could be bloomed. That's just my interpretation, of course.
Yeah, the priest of leaves bloomed three forests right after each other, but that was it.

I increased the AIweight of the Nature II promotion and changed the bloom spell so that it can also be cast on tiles with terrain improvements, but the AI refuses to roam around their priests of leaves so they get the opportunity to bloom. They just sit around in their cities.

Even if I only give them the animal AI. Though that perhaps may be because the already existing priests of leaves stay stuck with the unit AI of the time they were built (before I gave them only animal AI). I guess I'll see further what happens...
Hmm, my experience seems to be slightly different. Though of course I have less actual gameplay experience with RoM than some people here.

So I'd love to hear more opinions.
Re pastures being a civ tradeoff instead of an improvement choice. I'd say that's partially true. Eg Khazad and philosophical leaders would fall on the farm/mine extreme, while Hippus fall on the other. But that counts for about every aspect of the game that there is some synergy between a certain strategy and some civs that are especially good in that. Eg some religions or unit research paths being the obvious choice for certain civs. For most civs though the impression seems to me though that they can go either way.
Re an evolution from pastures from farms, I seem to notice this partially too. For me though part of the reason is simply that the Sanitation tech is much cheaper and more attractive than Stirrups. Perhaps increasing Sanitation cost and decreasing Stirrups cost would help? Or perhaps split Sanitation in a Sanitation and Crop Rotation tech?
But still, the evolution from pasture to farm seems much slower with me. In my current game I'm currently still not building farms everywhere for the following reasons:
1) I don't have fresh water access everywhere.
2) My happiness limit is not high enough to support farms and high population everywhere, so I'd rather have some extra hammers than food that would only give me unhappy citizens.
3) I have repeated wars with my more powerful Sidar neighbour who's razing the improvements around a couple border cities.

So it would be pointless to waste time on farms.
4) Worker shortages... Farms costs more time to build, so I find it better to build pastures instead for now. This is even more the case since I still have a couple Nomadic Horsemen running around who can only build pastures.
Aren't these issues for you? Though of course this may just be a consequence of the sort of games I play: generally a builder's nightmare.

1) Fresh water access everywhere may be easier on continents or pangea maps. 2) Octopus Overlords and Ashen Veil have no issue with happiness limits. 3 & 4) The smaller maps with the more aggressive AI opponents you play, the more pastures become attractive, and the less time you have to build sufficient workers between the heavy military expenditures. Stuff like that.
the other thing i did was picked nomadism asap and got horseback riding, drafted "mounted settlers" which enabled me to expand a lot faster than usual, then just ditched nomadism again when i couldnt afford to expand any further. im not sure if this is really the spirit of nomadism or imperialism
I'd say that's just good strategy. Roleplaywise you could also consider the nomadism civic as cowboy style expansionism on the far west frontier. Gameplaywise for such a strategy to make a difference you need to research Horseback Riding early. You could have used that time to found a religion instead. So for the moment I'd say this is not unbalancing.
Tech tree could use some cleaning up- but thats a minor issue.
I know. I'm open to suggestions.

Problem is that Warfare now has three OR prerequisites as part of the process of making the mounted and archer lines more attractive. And those annoying OR lines easily cause trouble.
I saw Blood of the Phoenix got nerfed!!! After I built it of course... Could be a cheaper build to reflect the much weaker ability, plus maybe an earlier tech- the new effect is weak for a late game wonder.
I didn't do anything.

What's different?
One thing though- about 50% of the time it says that the unit ran away but I killed it anyways.
Have noticed that too. Don't know what could be causing it though.

Normally the withdrawal event should happen before the actual attack even happens.
my Bambur comes out as a half orange sphere; the other dwarf hero is ok
any idea of what is causing this ?
thanks
I'd suggest to reinstall patch i and then RoM over it again. Normally you should have a Assets/art/units/Heroes/Bambur folder which got added with the latest patch i.