I've been playing Orbis at patch F, mostly on diety (learning through the "new random seed on reload" option and tons of reloading

)and I can say theres just no way to play civ without this mod anymore, but there are some things I notice that dont feel right:
1.
If I have an army with casters in it that can toss fireballs I can just toss out a bunch of those around my army and skip turn/fortify them and the AI will throw their units to attack the fireballs on their turn (since the fireballs dont despawn when I end my turn but rather at the beginning of my next turn). This allows for much weaker defence for my army since I can auto negate alot of the incoming attacks with fireball blocks, even if they can move around the fireballs to get to my army the AI seems to consider them weak and a good prey instead of my army, even for their tough units. Could be good for the AI in exp terms to some extent maybe (if fireballs even give exp I dont know) but they really should'nt waste their units attacks on nothing when there's a real threat that can be attacked instead. I dont know how coding/modding works but I'd think it'd be an easy fix if the AI would simply just not prio attacking targets that have the "unit will die in 1 more turns" tag on it.
2.
The haste spell, the timing of when you cast it has a big impact.
Let's say you have some horsemen with 2 moves left and a adept with 1 move on a grassland tile. They want to go to this hills/forest tile right next to them and into another hills/forest tile on the other side. Normally this would take them 2 turns to do but if you first move them into the first hills/forest tile (which depletes both the horses 2 moves and the adepts 1) and THEN cast haste they will get 1 more move point to use, and they'll be able to enter that 2nd hills/forest tile. They should be paying 3 points in total this turn, meaning their hasted bonusmove should only have been useful to a unit which entered the tile with 3 or more moves for this example. However this is somewhat inconsistent, very few times the game seems to remember that you moved through heavy movement reducing terrain (it takes 3 moves to enter a hills/forest tile) and it will take away your hasted move bonus as you get it, and this is really how it should be IMO. Most of the times though it does not and you're able to "cheat" the movement costs of terrain. Sorry, no idea for a fix if you would even consider this not intended or a bug, but nerfing this would make the AI a bit stronger I would guess

(again, no idea if they take units movement range in consideration when they deploy their units)
3.
You know how a city will keep excess hammers after somthing has been built for the next order... it seems silly that you can save up tons and tons of hammers for a wonder (or anything) in advance as you tech for it. Say your city has a prod of 70hammers (which isn't too hard to achieve) and is Q'd up to build alot of 60hammer units, that means every turn you will add up another 10 hammers to the pool of unnused labour. Then 60 turns later you tech up to some wonder tech and boom, you complete the wonder the next turn. I haven't checked but I believe you're able to use the bonus production to militaryunits from buildings/civs and use it for buildings this way aswell. last game I played my capitol had 1037 excess hammers qued up after less than 30 turns since the last wonder

, maybe a hardcap of like 100 or so would be good for it, could reflect how you could use excess material in a different project, but hardly all of it.
4.
When the AI declares war on you it feels like its nearly impossible to get him to make peace again unless you bash in his face real hard, they always feel theres good loot to be had even if I have a bad case of the bottleneck defence racked up on a erebus map. Feels like AI only compares armysize and then goes to action.
I've also had some cases of goblins capturing guarded cities but that seems to be mentioned already. There's some more awry stuff but I cant seem to remember them right now. Sorry if these mostly aren't bugs, just go ahead and move the post accordingly.