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Fishing ships show weird behaviour when their work rate is above a certain threshold. Similar things also happen when the movement speed of units get too high. I won't change these things, but it is interesting for understanding the underlying mechanics of the game.
About the Berbers UT Maghrabi Camels: I've compared its effect to the one of Berserkergang (Viking UT that makes regeneration for Berserks faster) and found something interesting.
The Viking UT changes a global variable called Berserker Heal Timer that is stored once for every player and it gets multiplied by 0.5 for every research. The Berber UT changes the unit specific attribute Regeneration Rate for Camels, Camel Archers and Mamelukes. It adds 1 to it for every research. However, it doesn't work for every, but the last research for some reason. I'm not sure how to fix it, but if I find out how, I will fix it.
siege onager's deal quite different aoe damage when research siege Engineers below and over about 40 times
@Imitator I tested your observations and the technologies are working as intended. Siege Engineers adds 20% damage to siege weapons against buildings and when you research it multiple times it stacks up quickly. If you research twice the bonus damage is only 44%, but if you research it ten times the bonus damage is 519%.