P.S.: I didn't get any free workers in this game. Intended?
Anyway, I didn't get my starting workers. Is this because I didn't found my capitol on the spot, or is it just an issue with capturing your first city instead of founding it?
#1) I noticed my question and another possibly like it from the last 2+ weeks were never directly answered -
#2) Is it intended for Turkey (as human player) to not flip any cities? Anyway, a couple weeks ago I rolled 3 games for Turkey. In all 3 games no cities flipped to me on the appropriate turn. I abandoned them but kept the saves. I say that because I am only now 70% sure that the saves were from the 3000 BC scenario. Anyway, as I just now attempted to reproduce the error I ran into another problem with game #2 and #3: I cannot end the turn. I cannot select units. I cannot contact other civs (well, in game #2, there are no civs to contact in #3.)
#3) I saw someone else mention this earlier but I never saw an explanation for it, so I'm just going to assume this is a bug:
In the Sevopedia it mentions that your "Over extension" stability can only decrease by -5 maximum per stability check. However, I have never seen this to be the case. I only finally got around to documenting this annoying bug though. (Don't laugh at the saves and the moves I made, I was just testing out the mechanic!!!)
Load the game "Tamils 1" and double-check the stability screen. I am not incurring any negative stability in the expansion category. According to the Sevopedia, stability checks can occur when you declare war on someone, when you capture a city, and when you research a tech. As you can see in the event log I had just declared war on Independents and captured Pagan on that turn, so that was the last stability check. When I end turn researching Mathematics triggers another stability check. This time, my overextension stability sits at -10, bringing my stability down one level, causing a moderate territorial crisis which leads to the seccession of one of my cities.
Now that I think of it, I'm pretty sure this also goes to show another bug or incorrect Sevopedia entry: It mentions that human players cannot incur a crisis on the first negative stability check - instead a warning is displayed in the event log.
In 1.12 this was working just fine. However ever since 1.13 I have never seen this first warning. If my stability drops below shaky for the first time, I always experience a crisis.