Thank you dohh for taking the time to respond. Did not see your post until now.
My concern was that the AIs dont fight each other much at all.
Playing always war is something I have considered, but I thought it ment that the AIs are always in war with me, but never with each other, and war weariness would probably reach 100% of my population after the first 100 turns or so?
Speaking of war weariness ... that is another annoyance: the civilopedia says war weariness should only happen in "prolonged wars", but it certainly starts from first turns of warfare, and seems to increase 1-2 pop per turn. Conquering a neighbour can take 10 turns or so, and by then I have 12-16 unhappy (and massive starvation) in each city.
I have done so, tried to play on with out iron and bronze. One or two games, it can be a challenge. But if in 30+ games I have never built a horse unit (no horse archers, cavalry, knights .. ) because there pretty much there are NEVER any horses on any map, there is something buggy. It appears a large part of game revolves around cavalry somehow (including special anti-cav units like pikemen and spearmen). A civilization having a horse based UU is a disadvantage if horses are around only 10% of the time.
Won't units go obsolete before they even reach the battlefield? I play marathon since I even then units get obsolete too quickly. After swordsmen, I manage to build a few longbows, even fewer macemen and by now I have learned to never build musketmen or grenadiers. Riflemen come so soon after gunpowder. And even they get replaced too soon on marathon speed, but I still try to modernize my army to rifles. Maybe some of this is because of my crowded maps: all civs are smaller, with fewer cities so paying to upgrade a unit is prohibitively expensive, upgrading a single swordsman to a rifleman costs several turns of national income, so usually I have to build brand new units instead.
Never dared to play a huge map, the micro management kinda kills the games already on standard.. the micro that I find taking the longest time is workers, not cities. Where to go and what to improve next ... and every turn there are several workers needing attention. And game speed crawls down to 30 turns per hour or less.
I would expect worker micro management being the same ordeal on faster speeds, the number of decisions to be made depends on the number of tiles to improve ( = even worse on huge maps!) not on game speed.
Another micro annoyance is unit control. It seems impossible to select 10 units out of 60 on a square. Even if I shift click, it sometimes selects multiple units, and the selection method where you have to "scroll" the units (one by one) to find the unit you want to add to the group is ridiculous. And after you selected eight, the shift click fails and selects all units on the tile. Start over. Maybe BTS has fixed this nuisance?