Maniac
Apolyton Sage
Patch c doesn't crash patch b games. I could load Pfeffersack's patch b saves. So there must be something wrong at your end. What, I have no clue. 

Now that you say...yes, there is. Only worked Marine Labs disappear, unworked ones appear normally.
Man...so many buildigs on the Farm?!?! That is to much. That looks not very good...that looks like "more is better!" But thats wrong. The graphic of the improvement "farm" is overloaded!!!!!!!
Can somebody please confirm they're not able to pull up the espionage screen as usual and that spies can't enter cities??
Overloaded with two buildings? Are you talking about the number of buildings or their size? And for the Edens' (which is south of the base in the screenshot and the screenshot is only a Work in Progress one, AFAIK)... they take a lots of turns to grow that big, they're supposed to be little cities/bases.Look...its massiv overloadet with two Buildings...
Look at your screenshot (post 426), the one with the new farmgrafhic...for the Believer i guess.
I suppose this wasn't intended behavior, was it? Base tiles should provide a set amount of resourses no matter what, right?
What kind of resourses are you talking about? I didn't talk about special resourses, just the normal ones (nuts/mins/energy). Having a base that cannot sustain it's only citizen doesn't sound like intended behavior.In general, you can't receive resource benefits until the proper tech
Maniac, patch d still doesn't fix the problem of spies not being able to enter cities.
For those who don't like this, there is an option in the setup you can activate which uses the standard Civ algorith for determining starting positions. Also playing a small map contributes - I think standard is better, even more when 4 additional factions enter the game later.