Well, I don't see why those bugs shouldn't be addressed before the deadline (?). If not, it could be worse.
In the meantime, I'd like to add another patch request

:
Strategic and Luxury Resources 'Depletion' Field (Determines the maximum number of turns of use before resource disappears. This excludes the existing Disappearance Probability field --they are mutually exclusive so you can only use one for the selected resource.)
This implies the addition of an optional field in the Natural Resources screen of the Editor. The value is the # of turns before the resource disappears.
I mention this because it seems simple enough (although I haven't thought it out as much as the previous request, so it may have some exploits). Simple because there's already the random seed field that causes the resource to disappear, so the program would probably be using a similar amount of CPU time. The only difference is that the new field uses a fixed integer. Being able to calculate disappearance is quite a useful tool to have when designing scenarios --you don't want too many wildcards (unpredictable results) in certain games, especially where something as strategic as a required resource is concerned.
In the vanilla game: if it has to be included, designers could apply this to a new resource and if it's not worth the balancing of a new resource well, they aren't above getting players to contribute to small features like that. The simplest application would obviously be a Luxury Resource instead of a Strategic Resource.
The only possible exploit I can think of is the human player taking advantage of timing and calculating when the AI's resource(s) would run out when planning an attack --something that the AI would not do.
I know this sounds odd coming from someone who is always complaining about slow turn rate--new features like this would just cost more CPU time--but I figure it's worth the extra 5 seconds while the program calculates turns to resource depletion while scrolling though each tile.
[I dunno, even one more field may be a bit much for just a free patch --especially considering that work is probably being focused on bugs (or so one assumes). But then, Firaxis has included substantial new features in previous patches while also dealing with bugs and these releases are making quite a Sid-load of cash, so some new features are to be expected. It's really just a question of which one's are actually needed for the game to play well IMO. Hence,
my requests will quite probably be overlooked because the vanilla game ALWAYS comes first.]
Okay, I'm done.
