And now the final bug I obtained playing Austrin :
I won using Tower of Mastery.
every civ declared war on me.... when the tower of mastery was finished !!!
(no war while I was building but a last ditch battle on the turn I won...)
balance-wise, Austrin are strange to play:
it is easy to build many many cities all around.. and quite powerful for size-6 cities (tcommerce-wise they are worth about size 15 cities, with none the cost in maintenance) ; and the number of cities combined with the nice buildings makes it so that you won't lack science or gold...
however on the

side, they suck, they are worth size 8-10 cities, which seem nice... in theory.
size 10 is ok when you want to develop your cities, or when you want to seize the early game wonders (everybody is about size 6-10 and you have all your cities at 10).
however, mid late game, when you want to build tier III or tier IV units, and you want to leverage the unit-production city that has all those "free-xp buildings"... this suck.. still 5-8 turns per unit, for your dedicated city. this is no good. You can use your non-dedicated city... but it's 8-10 turns and 2/3 the xp, at most.
even splitting the specialisation is no good.
same for late game wonders / projects ... tower of mastery.
the best city for ToM needed : 130 turns !!!! that's too much
I had to use the spell for converting mana to

, 3-4 times per turn, and finish using a GE that came by chance at that time ! (and I built and converted 10+ new cities into producing more mana (spamming mage guild and warlock study...Etc) If I hadn't so huge a territory, and so many cities, and I was not maxing the mage guild... it would have taken too long .
Maybe, just maybe, there should be a way to boost the Austrin cities to increase their

(maybe not all cities, but a building that needs to have a building in 3 or 4 cities ? (like Mason caravans or something like that)
last balancing issue : please increase the possibilities for giving "gaping wounds ".
now giving "gaping wounds" using melee units is hard (only late game weapons), but you have a class with increased damage to gaping wounds unit, accessible since early game.
(further, maybe a special type of toolkit for archers : bladed arrows : +20% chance giving gaping wounds ; so other units than featherfangs can help spread the gaping wounds
