First off I'd like to thank ya'll for developing this mod!
Some stuff I've noticed using the following build:
SVN-11056
v40.0.625-alpha - 2019-10-15
1. The great Holmegaard hunt doesn't give the advertised hunter II promotion.
2. AI related: In my last game one civilisation (the Mongolians) recruited mostly healers, storytellers (13!) and enforcers in the prehistoric era. Since I haven't delved too deep I might be unaware of some of the context the AI operates in, but assuming these incur the same costs as the player this must have hampered their development since this was all before they could even found more cities. I noticed they produced wealth with their capital at times, so it does appear to have hampered them, however, until I destroyed them they were doing relatively well. (2nd most advanced)
Unfortunately I don't have AI logs, but I can try to find out if one of my previous saves demonstrates this behaviour.
Other civilisations were farther away, so I wasn't as much aware of their unit roster until later on. As noted elsewhere, I have also noticed they tend to recruit a lot of dogs, but those don't incur extra costs and for the rest their roster is a lot more balanced.
General feedback on balance: (not a bug necessarily)
3. Playing on emperor I find the difficulty a bit tame compared to vanilla. (unless I'd get lucky with the starting position I'd mostly be struggling to keep up in vanilla on that difficulty level)
4. I find that the economy is very forgiving and doesn't force the player to balance tech progress and the speed of expansion. (I have never needed to adjust the 100% tech rate) This could of course be a design choice, but somehow it feels ahistoric to have 30.000 in reserve in the ancient era. In vanilla, I think it's exactly that which prevents players from cruising by the AI opponents. (that and of course the fact that they share most of their research with each other)