I have noticed the following "problems" with this excellent document, mostly consisting of simple corrections or suggested additions, which may belong on the point mentioned or a new one (you know best how you want the doc organized). As most of my experience (especially recently) is with BtS 3.13 Bhruic, I haven't been able to make distinctions between versions most of the time, and if I have, they could still be incorrect considering the changes made with patches.
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sec 4.2, 6th point: It bears mentioning that if you build your city ON a resource, you will get only the base bonus (1 food, hammer, or coin) from it, and can't "exploit" it for its full bonus, but at least you don't have to waste worker turns connecting it either.
sec 4.3: further aids to city growth are Lighthouse and Supermarket, and Khmer's Baray (Aqueduct) UB.
sec 4.3.1, point 1: This describes the effects of unhappiness in BtS. Unhealthiness makes the whole city consume one extra food per excess unhealth; no one stops working. This could result in starvation; at the very least, it's an unnecessary inefficiency, but regardless, if you have plenty of food and your health cap is low with no way to improve it, there's nothing inherently wrong with having a few points of excess unhealthiness.
point 2: Supermarket also provides health. Some UBs provide health.
sec 4.3.2, point 1: war weariness is significant enough to bear mentioning here.
point 4a: there are some UBs that also affect happiness. Super temples (cathedrals) should be mentioned here as well.
sec 4.6.2, point 9: Coal doesn't affect factory production, but it does affect coal power plants and the Iron Works. If you have an alternate power plant (hydro, nuclear, or TGD), then you can put NP here. Never mix IW with NP, though.
And what exactly are the production cities supposed to produce? Their only use is to build the military or wonders.
sec 5.1, point 2, second sentence: check the language on that. Remove the "and" for best results?
point 3: it should also be mentioned that even if you don't lose units, you will likely need to use some to garrison your conquests, which is just as good as losing them if you don't have enough left over to continue the conquest. Of course, if you raze cities, then that matters less.
point 7: Privateers make for good interceptors because you can sink enemy transports before they enemy has declared war on you or dropped off that latest batch of spies, and this doesn't cause a war to happen before you're ready for it.
point 8a: However, you still cannot use a fort to link a landlocked city to the sea, nor can ships ever enter landlocked cities.
sec 5.2, point 4: promotions MIGHT expire if you upgrade the unit; sometimes, upgrading reduces the amount of XP a unit has, making its next promotion even harder, and this could deny you a promotion you were saving. I haven't tested this to know it it's true.
sec 5.4, point 1a: Nationalism does nothing to fight WW (except indirectly, by increasing happiness); however, Police State does. If you keep this mention of Nationalism, then in sec 5.5 you need to mention every other happiness-making building/civic/trait/whatever.
point 2: It's been my experience that if you bribe a civ to go to war, you also go to war with your target, making this less attractive as an option to weaken the enemy (but still attractive enough to do it).
sec 5.5, point 3: Extra word. Remove the "is" from the first sentence.
sec 6.3: Incorrect word. Change "couple are duds" to "couple of duds".
sec 7.1, point 2: Can you add the names of all the culture levels, please?
point 4: remove the commas surrounding "effectively".
point 5: You need some note that in Warlords and BtS the "Obelisk" was renamed to the Monument, but that there is a UB called Obelisk.
point 9: It bears mentioning that the Sistine Chapel bestows culture points to all specialists and additional culture points to buildings of your religion.
sec 8.1, point 3: Specialists produce 3 GPPs. World Wonders produce 2. National Wonders produce 1. Super specialists and Citizens produce none, but still get other per-specialist bonii.
sec 13 point 7b: Civilized Jewelers is good for making money! LOTS of money! With a courthouse to reduce the maintenance and the three financial buildings to multiply the gold earned, CJ can make you a lot of extra money, and it's compatible with SS and CC. Mining Inc is incompatible with too many other corps to be much use; CC is much better, even with lesser production. CC, SS, CJ, and AI can all be in the same city. I consider MI to be a "consolation" corp.
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Somewhere it should be mentioned that you can't unfound cities, like you could in earlier editions of Civ. Your only shot at removing a city is if you capture it and are asked to raze it, which won't happen if you're the founder, so you need to be sure you want a city to be where it is when you build/take it.
Also, I'd like to thank you for properly using the English Language. Not once did I see confusion about "accept/except", "affect/effect", "your/you're", "its/it's", or even the epitome of all evil, "should of". Other than a meager handful of typos, it was thoroughly readable, even the parts that should've bored me. It's scary that I should have to thank someone for being NOT stupid, and not be sarcastic about it.
Other than that, thanks for making it and keeping it updated. It answered a few of my questions and revealed things I didn't even know I didn't know. Thank you!