I can post a savegame if that helps. Do you know how to find out what they really are? Some Lua code that loops through all the civs/minors and dumps unit + hex perhaps?
What is so wrong with a unit with a range of only 1? A non-ranged unit will always take damage from combat, so even a range of 1 is worth something. Besides, crossbows hadn't been invented yet!
This rolls into my overall impression, which is that right now this is too similar to a regular game of civ5. Shouldn't archers be weak, chariots very strong, and bronze weapons be most common? I know there is no copper (or tin), so maybe just rename aluminum to copper and oil to tin, and require both to build strong melee units (eg heavy spearman). It's always expectations, and I'm expecting something more along the lines of TAM (The Ancient Mediterranean mod, for civ4) in terms of techs, units, and resources from an ancient era mod.
I hadn't realized they fixed the problems that were keeping total conversions from working, so I'm very impressed at all that has been doneIt just seems to be missing some of the bronze era specific things, and cavalry (http://en.wikipedia.org/wiki/Cavalry#Origins) are too powerful, whereas it should be chariots during this time.
Good ideas about the cavalry and copper. I'll do some extra reading and make some changes for V7 (probably not the hotfix). Thanks for the feedback!
I've been playing the base version of the mod (not the scenario) and it's very stable with the hotfix changes! I'm just tweaking a few things (like placement on the tech tree) and other stuff.
The notification stuff happens because Science victory is enabled. I'm going to see if I can disable Science and Diplomatic victories by default).