Valkrionn
The Hamster King
Hiya, just played a few hundred turns as the Amurites and I'm having a blast!
Couple bugs / issues though, I don't know if any of them were reported or if my install is messed up.
Anyways, I spend a large amount of time trying to get the master of the elements promotion, which I *finally* did after doing that ritual that makes new mana and getting ice mana. However, my hero-mage guy didn't auto learn it after getting the master of fire and water \& M of Ice promotions. I had to add it myself from worldbuilder. Minor bug.
I also couldn't use or even see the option to use the Amurite world spell, I assumed I needed more tech but I researched almost all the mage techs and I don't have it. Any specific requirements? (The pedia entry is empty so Idk from that)
Last one, when a great general makes a fort for the amurites with his snazzy fortbuilding spell, the commander isn't a mage. Probably already been noticed but I just thought I'd mention it.
Thanks for the awesome mod, I'm off to launch some shooting stars at Archon spiders. If I can find them, that is! Sneaky devils.
No Mastery promotion beyond the first level is autoacquired; You must gain a level and promote to it. So not a bug at all.

IIRC, Arcane Lacuna doesn't have any reqs other than an Arcane unit must cast it. Which will change in the next version (already has) but how that will happen will not be mentioned as yet. New feature.

That one is known, and fixed in 1.3.
Got that Mechanos game to work again somehow, it seemed to fix itself eventually. This new one however I'm having no such luck. I'd love to get to the end of their tree in this game, but I've ran into an end of turn repeatable ctd. Having locked out worldbuilder, I suppose it may be a bit harder to get past this ctd, but if it's at all possible, that'd be great. I hope whatever I'm finding helps out with finding bugs as well, cause at 1.1 mb, I know I'm not running into memory allocation errors when I can run saves that go to 2.5 mb easily.
Locking out the worldbuilder is bad for debugging. But honestly, I do the same when I'm playing to actually play the game.

For the future, don't disable the worldbuilder. It's very handy, especially for fixing CTDs.
I've found that the main source of CTDs in the current version is when an invisible unit is in the same tile as a hostile unit, attacks yet another unit, and then tries to capture the defeated unit. The hamsters, with their 100% chance of capturing defeated units, tend to make this 100% repeatable. If you don't mind editing the xml, you can open up CIV4UnitInfos.xml, scroll down to the hamsters, and change the <iUnitCreateFromCombatChance> tags to a value that is less than 100.
Of course, that may not even do anything if you don't have new random seed on reload enabled, which you should, from now on. If that doesn't work and you're really desperate, you can go back to unitinfos and remove the <INVISIBLE>INVISIBLE_ANIMAL</INVISIBLE> tags from all the variations of the hamsters, spiders, scorpions and gorillas.
None of that will save the game. Locking the assets makes the game unplayable if any python/xml changes.
In any case, I believe that should be fixed in 1.3; Very few animals create new animals at this point.
Apologies if this has already come up; a forum search didn't turn up anything, and I didn't want to read through all 100+ pages of the bug thread.
I was playing a game as the Kahdi, and I had a thade with Mind I casting inspiration in a city. I end the turn, the Amurites cast Arcane Lacuna, all the other players' turns (including the Barbarians) seem to proceed normally, and the the game crashes. So I loaded up the save file from the previous turn, moved the thade out of the city, and when I ended the turn this time, there was no CtD, and everything proceeded normally.
Sounds like there may be an issue with maintained spells, then. Will see if I can duplicate it.