All of these are with Patch D :
1) Occasionally, a unit will be Mutated right when it's built; later on, that unit always gets the 'chaos flare' event, in which it asks you whether you want that unit to become Mutated or not. Obviously you can't pick the 'Yes' option since your unit is already Mutated, presumably because of that specific event.
2) The event in which you debate a man speaking against your government results in the hammers of that city being reset, regardless of a positive or negative outcome, and regardless of which option you choose. Also, is the
from the option in which you flog him supposed to be permanent? (Whippable through Slavery?) I don't mind that mechanic, I'd just like to know.
3) Might not be a bug, but the Dragon Cult has some specific issues that should probably be addressed: It spreads ridiculously fast across the ocean, even when you haven't met civilizations. In one of my previous games, I was Sheiam and founded the Dragon Cult in my capital, which wasn't even a coastal city; two of the people I was playing with received about seven or eight Dragon Cult spreading events (one of them even back to back, resulting in a six turn riot in his capital), while the Amurites and I, who shared a continent, received a grand total of one Dragon Cult spreading event each. We were even connected by roads and through coastal trading. I hate to seem like a bother, but would it be possible to either:
A) Make the Dragon Cult spread like religions in that you are required to have contact with another civilization before it spreads?
Or...
B) Include an option that disables the Dragon Cult, like the other options to disable specific religions? (Even if the Dragon Cult isn't a religion)
4) Minor gripe: Sometimes when moving units with 2+ move into a forest/jungle they couldn't see before, they'll die because a unit was in the forest/jungle instead of stopping their movement. This is most noticeable against barbarian elephants; oddly enough, I've never had this happen to me against any other unit.