1) automated ranged attack behaviour needs a tweak to be smarter, I've noticed a couple bad examples:
a) 1 archer sitting on tile, next to it are Orthus and a skeleton ( on 2 different tiles ) . the archer shoots the skeleton instead of Orthus, doesn't seem like a good idea. IMHO they should prioritize stronger targets.
b) this is pretty bad. 3 archers sitting on a tile. 3 skeletons next to them, all on 3 different tiles. instead of each archer shooting a different skeleton like would be optimal, they all shoot the same one, resulting in the third archer doing 0% damage and effectively losing the chance to range attack and damage an enemy.
2) missing text key in the hints, TXT_BUG_HINT_22
3) is "animal in rage" supposed to only give -1 defense ( like it does now ), or +1 atk -1 def? right now it's actually a bad promotion since enraged animals are way easier to kill. also, the mousover lists "-1 defense strength" two times, which looks suspect
4) follow up on the forest/jungle softening: it works for Elves. cuts some jungle/converts some to forests ( good! ) , however I also suspect it cuts a couple forests, which it shouldn't do for elves since they love forests. I still have no idea why it hate the Clan so much... poor orcs, they are supposed to be strongest in the beginning but all those jungles really set them down
5) if there's a unit sitting on a mana node the turn it turns wild, no guardian will appear. pretty sad... would be much better to kick the unit out of the tile and spawn the guardian
6) AI should keep one scout around their workers to watch out for spiders imho... aside from those blasted baby spiders that can pop out of nowhere, I've been eating lots of Amurites workers with a lone damaged captured giant spider, and despite them having a crapload of warriors they've done nothing about it. building a single scout would have allowed them to spot my spider and keep their workers away from it.