So why is there this difference? Isn't the market supposed to do all 3 flags in game?
No. The epic-game Market has only the "+50% TAX" and "Increases [Happy-faces from] Luxury[-resource] trade" effects.
The "+50% LUX" flag is not used by
any building in the Firaxis epic-game. It
is used by some buildings in some of the Conquest Scenarios.
But that flag doesn't benefit the AI at all, since it never adjusts its LUX-slider — and when LUX% = 0, then the +50%LUX-flag has no effect (similarly, if SCI% + LUX% = 100% of commerce-conversion, then TAX% = 0%, and the +50%TAX-flag has no effect).
See also
@Aabraxan's article:
https://www.civfanatics.com/civ3/strategy/empire-management/multiplier-buildings-a-practical-primer/
When I open the 2 editors side by side the Firaxis editor "+50% luxury output" checked matches the Quintillus "More luxury trade" checked flag. Could these 2 flags been mistakenly labelled as each other in the Quintillus editor?
Yes.
@Quintillus:
If you haven't already done so, it would (also) be an improvement on the Firaxis editor-labels to better distinguish between the building-flags "Must be near a river" and "Must be near freshwater". Although they seem similar (and the second more general than the first), the in-game effects are quite different (with the second condition actually being more restrictive, not less!). The flags should rather be (something along the lines of):
"Requires river-tile in town-radius"
"Requires river/lake directly adjacent to town"
EDIT:
The above is wrong, as I found out later. "Near freshwater" also means "Within 2 tiles of a lake or river"
When they've been under the current owner's civilisation longer than any other civ then they get assimilated.
As far as I understand it, length of residency and relative Culture ratings do not affect assimilation per se: that is related entirely to the "assimilation probability" setting for the government-type currently being used by the town's current owner, i.e. each turn,
every foreign citizen in a town has x% probability of being assimilated. But whether or not they would be, is entirely according to the whim of the pRNGods.
So if you captured a Pop20 town, and your current government has a 5% assimilation probability,
in theory all 20 citizens could be yours after as little as 20 turns — although this outcome would obviously be very unlikely.
Citizens built from Settlers and Workers are never assimilated regardless of how long they're under your civilisation.
Settler- and Worker-units themselves never change nationality, but after they've been added to a town, see above
A city builds a Worker and the most recent citizen is foreign.
I used to think this was true. I have since seen instances where I have lost a town, and then recaptured it later, and when I tried to build Settlers or Workers out of it, the foreign citizens born in the interim were ignored, and my native citizens (born prior to the original capture, but not yet assimilated) were converted to the unit instead.
Foreign Settlers are created when building a Settler and the two most recent citizens are foreign.
No idea what the nationality of the Settler is when the two most recent citizens are of different nationalities.
No to the former (see above): if at least 2 of your native citizens remain in the town, they will be used to create the Settler.
I am also not sure what governs the unit's nationality-setting in the latter case. Birth-order
might be applicable there.