The first 2 should be easily reproduceable.
- After completing production, the overflow carreis over the enire production of the next unit/building.
for example, if at the end of production I have 10 production left over, the production of the following thing will be increased by 10 prod until completion. This is easily seen when you look at how many turns it will take your unit to be built.
-When the clock is turned on, it is not always displayed. The display alterenates between the clock and the game year. (I could spend several turns playing without seeing the clock)
-Once, when I asked to see the yields of each squared on the world map, it would not toggle off when i asked it. It eventually turned off when I pushed the toggle button sveral turns later
- After completing production, the overflow carreis over the enire production of the next unit/building.
for example, if at the end of production I have 10 production left over, the production of the following thing will be increased by 10 prod until completion. This is easily seen when you look at how many turns it will take your unit to be built.
-When the clock is turned on, it is not always displayed. The display alterenates between the clock and the game year. (I could spend several turns playing without seeing the clock)
-Once, when I asked to see the yields of each squared on the world map, it would not toggle off when i asked it. It eventually turned off when I pushed the toggle button sveral turns later