A few things (SVN 5295, new game):
-- The Classical penalty is still being displayed even after the pop-up notification that it has expired. It's hard to tell, but I think the penalty is being properly removed (Horseback Riding is Classical, Ritual is Ancient but both are the same price tier and are displaying the same base price of 740 in my game). This might be a cosmetic bug only, as I think it goes away on save and reload, however I did not notice a price change in the Classical tech I was currently researching at the time the penalty expired.
-- For the past couple of games I am noticing strange behavior of defended Barbarian cities suddenly becoming vacant with no sign of where their units disappeared to. (I'll attach a save file, the city next to my lone spearman was occupied a few turns ago, I'm not sure what it looks like in this save but by the next turn in my live game, it's empty)
Oldies:
-- Not a high priority, but Statue of Zeus and at least one of its variants get a production bonus from Gems. Gems aren't revealed until Aesthetics, and it's fairly unlikely that it hasn't been built by then.
-- At least once a year I have to vent/rant about my ongoing frustration with random map generators, knowing full well nothing will come of it. I've been "spoiled" that I really can't enjoy maps from scripts other than PerfectWorld and it's offshoots. I use the PerfectMongoose RI version that's bundled ("giant" map size, default settings), but 9 times out of ten it makes narrow, stringy continents pushed up against the poles, which I don't enjoy, plus it seems to love to start me on a tiny, polar peninsula with little useful land and no neighbors. I really don't like inspecting every map with Worldbuilder, as it destroys the Exploration and discovery game aspects.
I've experimented with the Totestra (
https://forums.civfanatics.com/threads/totestra-a-new-perfectworld2-fork.461262/) script, which is a PW2 derivative, and I generally like the landmasses and resource placement (it's just mostly vanilla PW2 except that you can fine tune a lot of the internal variables). Unfortunately, it does not add RI's unique features like PM:RI does. I took a look at the code myself to see if I could graft PM's feature code into Totestra, but it's completely beyond the skills of someone with my lack of experience (in fact, it looks like the Totestra author and LunarMongoose tried something similar several years ago, with no public success).
That's it, I just needed to vent that. Meanwhile I'll keep alternating between the Huge World Map and running PM:RI over and over until I get a playable map and hope I'm not dogpiled in the first 200 turns and have to start again.
edit/addend:
Even with PM, I'm still not seeing a lot of Limestone being generated. It's possible that it's being placed in limited large groups, as the PW scripts like to do with some resources, or that it's being generated in terrain areas I'm just not starting near very often (it felt better distributed in Totestra).
Wishful thinking, but since Limestone is such an essential resource that is a major pain to do without, it would be nice if a (rare) random event could generate a new resource, similar to metals appearing in worked mines (last game I had Deer spawn about ten turns in right next to my capital -- I don't think I've ever even seen that event before).