I've played a number of games (0.91 only, I was late to discover this mod) and had lots of fun. Some comments below; all my games were Noble difficulty, marathon speed, with Blue Marble installed and randomly generated, mostly landlocked maps.
First, the bugs:
- Researching techs enabling new civics usually displays a popup explaining specifics of said civic; this information is often incorrect (at least it's different from data aviable at the civics screen). Seems an old version leftover;
- Several times I got a quest asking me to build specific building in a number of cities. (In one case, the building was "colosseum", which AFAIK doesn't exist in TAM, at least for Goth civ). On at least two cases the quest ended with success on the following turn, even though requirements for victory were obviously not met (I won "build seven smithies" with only two of them and just five cities on the map...). Either the quest popup or victory conditions seem off.
- With Empire running, my cities celebrate "we love the Em
porer day" (yeah, hooray for nitpicking).
- In one case, founding Judaism when discovering Christianity ("choose religion" for time paradox...) led to CTD right before the movie. This was certainly related to discovery (dropping research on Christianity allowed me to play further with no issue). Had no time to reproduce this, so it could be a one time thing.
BTW, the aforementioned case was the only crash I ever had while playing TAM.
- I can build fire galleys before "Greek Fire Depository" project is even started.
- Maintaining relations is borderline impossible, as negatives for "refused to help during war time" stick almost forever. As fighting civs demand joining their cause every 20 turns or so, this alone is usually enough to bring relations down to "cautious" or "annoyed" in later parts of the game. Maybe just my luck.
Is it even possible to turn off "time" victory? Anything but domination/conquest seems difficult to pull off.
Completely removing flanking strikes IMO severly limits tactical options, especially when defending against a powerful invasion force.
Finally, I think late game warfare could use an improvement. Thing is, Armored Infantry is just too good; it totally breaks Civ4's rock-paper-scissors mechanic, as it has no weak points and is the "best" unit in about any circumstances. Even heavy cavalry (later in the tech tree) cannot beat them reliably, even attacking on open field. OTOH, "medium" units disappear completely, and regular (non-armored) infantry is ephemeral (just what, two techs away from vastly superior armored one?). I think armored infantry should be seriously toned down (S10 plus bonuses really is overkill), and made an upgrade to "heavy" unit class, with regular infantry moved to "medium" class - an upgrade to swordsmen, with access to "city raider" promotion line. This would be a simple way of restoring earlier period dynamic and balance.
Obviously, this is just my take on things.