This is a bug in DeI and not in vanilla. In that regard, I understand that it isn't necessarily something you guys can or should fix. Our team is also contacting CA about the issue in hopes of fixing it or getting suggestions on it (rather than posting it as a vanilla bug). I will explain it anyway
In Divide et Impera, we have changed killing spree and headhunt from abilities used in combat to be formations for our hoplites and other units. In this manner, the AI would use the formations in combat (whereas with other formations in vanilla other than pikes, they don't). We did this to "trick" the AI into using abilities it normally uses in combat so that we could have hoplites in formation fighting one another. To accomplish this, we changed killing spree's and headhunt's assume_specific_behavior setting in the unit_special_abilities table to be "shield_wall_formation." We also, of course, set the various special ability phase effects to change these abilities into formations instead.
This all worked very well until Patch 14, when a strange bug was introduced into this system. Rather than assuming the formation and engaging the enemy normally, the AI would at first assume the formation and engage. Then, it leaves the formation and goes into a charge animation. After that, it assumes the formation again. Then, another charge animation. This repeats throughout the battle. This both looks bad in battle but also causes them to repeatedly get a charge bonus over and over. So, for whatever reason, the AI using killing spree with the shield wall formation behavior caused an infinite charge loop in patch 14.
We got around this for now by removing the behavior (and losing the formation animations but keeping the effects of it). We tried using pike phalanx instead, but of course they are set to be a very slow moving and different type of formation from a hoplite phalanx (they can't charge or engage swiftly, for example). If we create a custom hoplite phalanx, the AI won't use it in combat. I am not sure this is something fixable (as it may be related to the battle AI changes in patch 14) but we were hoping to be able to once again assign the shield wall behavior to abilities the AI will use in combat.