Nice, ..downloading
Regarding the AI war behaviour I don't know what you've changed in that new version, but in the previous one I've played two "always war" games with an AI teammate and you could clearly see what's going wrong during war.
My teammate started building only warriors after meeting the first enemy.
The AI does not expand, because it builds only warriors.
It does not research or very slowly, because of all the units.
The enemies, I met later, did have 2 or 3 cities, but then also started building warriors only (or a little more advanced units, in case they had time for the buildings or techs needed, before they had contact)
In addition the mass of weak units is moved around every turn, without real target, which increases AI turn time.
Anyway, I really like the mod, especially the wild mana options and the tech-choices of the different AIs, which leads to more different religions used.
The Deadly Wild Mana option brings me close to what I expect from hostile wildland in FfH2. Tough but not overpowered, unique defenders depending on the mana node, sending out units occasionally and you'll get different awards, when you clear them out with more advanced units.
Maybe you could increase the spawnrate or strength of those units spawned on mana and wandering off; I'd like to see the guarded nodes a little bit more dangerous, at least when they aren't in your borders. Maybe tie it to the difficulty level?