cracker
Gil Favor's Sidekick
I have been monitoring this problem and can't possibly figure out why it should occur.
When it is the human players turn in the game, then we should not see the population of AI cities changing up or down, unless there is a direct cause that can be found in the human players actions.
Yet, sometimes people in the AI cities will just drop dead from fright and this occurs in between the moves made by the human player when technically the AI players should not be able to move or pop rush or do anything else that might explain the vanishing person trick.
The examples I have of this are cases where a town of pop 2 gets the crapola scared out of it just as we are about to capture the town and mystically one of its people vanishes. This cowardly fright death effectively denies us the ability to capture the town because a pop 1 city is destroyed while a pop 2 city would be captured with a residual population of 1.
Here is a frame by frame replay of one of these events:
If you watch closely you will see our first unit attacks the town of pop 2, but when the second unit crosses the river to attack the town one of its citizens just drops dead from fright even before the 2nd unit can attack. (Note: this wave of attacks eventually succeeds against the lone spearman defender and destroys the town so we know that the vanishing pop point was not just rushed to create an extra defender.)
I have save files to verify this if someone at Firaxis is still fixing bugs. Just PM me with an email address and I'll send it to you since the games cannot be posted here due to spoiler and tournament restrictions.
The bug existed in V1.21 and I have confirmed that it still exists in V1.29 for games that originate in V1.29 as well as games converted up from V1.21.
If I could find any logical reason for the action to be occuring during the human turn then I would not post this as a bug. I think it may be some sort of leaky implementation of some turned base logic or a flaw in the governor code that creates an instant starvation event.
When it is the human players turn in the game, then we should not see the population of AI cities changing up or down, unless there is a direct cause that can be found in the human players actions.
Yet, sometimes people in the AI cities will just drop dead from fright and this occurs in between the moves made by the human player when technically the AI players should not be able to move or pop rush or do anything else that might explain the vanishing person trick.
The examples I have of this are cases where a town of pop 2 gets the crapola scared out of it just as we are about to capture the town and mystically one of its people vanishes. This cowardly fright death effectively denies us the ability to capture the town because a pop 1 city is destroyed while a pop 2 city would be captured with a residual population of 1.
Here is a frame by frame replay of one of these events:

If you watch closely you will see our first unit attacks the town of pop 2, but when the second unit crosses the river to attack the town one of its citizens just drops dead from fright even before the 2nd unit can attack. (Note: this wave of attacks eventually succeeds against the lone spearman defender and destroys the town so we know that the vanishing pop point was not just rushed to create an extra defender.)
I have save files to verify this if someone at Firaxis is still fixing bugs. Just PM me with an email address and I'll send it to you since the games cannot be posted here due to spoiler and tournament restrictions.
The bug existed in V1.21 and I have confirmed that it still exists in V1.29 for games that originate in V1.29 as well as games converted up from V1.21.
If I could find any logical reason for the action to be occuring during the human turn then I would not post this as a bug. I think it may be some sort of leaky implementation of some turned base logic or a flaw in the governor code that creates an instant starvation event.