Thank you both for answering
Units are enslaved in combat, not just when taking a city. I know for sure it works, I don't think there's any problem with it.
I'm not sure if he really meant slaves or vassals. OR he meant that the chance of taking slaves is too low.
I understood combat is supposed to generate slaves. I gave the number of Civilization I fought as an illustration of the quantity of units I had to fight. I've generated 11 great generals in combat so far, that's another way of trying to quantify the number of combats I won. I've been running "Slavery" as a civic (3% to get a slave) for the whole game so far, since its discovery.
So either the percentage listed in the civics is wrong and actually much lower, or there is a hidden setting somewhere that deactivates getting slaves, or I am the unluckiest living being on Earth (but the probability of that is frankly absurd).
If you see it happen and I don't, there must be a setting or some interactions between settings...
I still haven't tested the "imperium" bug. I see no reason why the problem should be connected to imperium, but I need to run some test.
iSeizedForeignConnectednessPercent is a tag only present in Imperium, and it is connected to commerce which is connected to espionage. Just guessing.
I do not know how Imperium could be linked, but I've spent a number of hours trying to isolate element by element because I used to think it would happen every turn (and with 29 others civs, it's an excruciating number of clicks to go back to normal espionage numbers). So that would really be my safe bet if I went for going the code. Another way of putting this : I never had the bug without seeing a civ embracing Imperium in that turn (but I am not sure I got the bug every time a civ embraced Imperium).
If it helps, I can provide savegames the turn before it happens.
When you raze a city there's a chance Great People will relocate, not specialists. It shouldn't be time limited, IIRC.
Great People? Wasn't it a "chance to receive free citizen in nearest city"?
I never received a Great People (but I never razed a city with a Great People settled). However, I am sure I received several times a "Free specialist" in a random city that I could re-allocate at will pretty much like the ones provided by a City Council, except they vanish away a few turns later.
I might be able to find a savegame of such a situation if that helps (a bit trickier to find as I was not thinking of it as a bug).
Don't know about Leonardo's workshop, maybe Vokarya has some more info about it.
I am attaching a savegame the turn before I get Leonardo's workshop. One can argue the city screen number for "base commerce" is plain wrong in most cities (often showing as negative) but the resulting income of science and gold was OK. Not anymore after the wonder is constructed (even if just added manually via WorldBuilder actually).
In the screenshot provided, once the wonder is built, Base Commerce and Commerce from Capital connection are wrong but compensates. However, Total research is 113.65 and then somehow this jumps to 225.65 out of thin air. If I remove all workers and make all citizen "Citizen specialists", the city still produces a crazy 198.10 science. Sure, with the wonder, every Citizen specialist give one science, but that's only a 24 pop city.