I have experienced the following issues with the play of the game.
Currently, I am playing China. I have three social policies - the final one should give me +1 production in each city. I don't see it. (I selected 50% speed to build settler, 50% food for new city, +1 production) I got the settler and new city bonuses, but not the +1 prod - unless that +1 shows up as an additional prod in the city itself. But I think it should show as a modifier instead for clarity.
For some reason I have a 25% bonus when building a wonder. (Great Library)
I also had the following experience in a previous game.
Civ1 wanted me to go to war with Civ2. I told them I would do it in 10 turns.
2 turns later, I went to war on my own with Civ2.
5 turns later, I made peach with Civ2 (10 turns peace treaty)
However, 3 turns later, Civ1 was back asking me to make good on my promise to go to war with Civ2. I said yes, and that broke the 10 turn treaty I had just signed, sending me back into war with Civ2.
I don't think it should work that way. If I go to war within the 10 promised turns, the civ should take note of it and cancel the 10 turn War order. And I shouldn't be able to break a peace treaty like that.
Currently, I am playing China. I have three social policies - the final one should give me +1 production in each city. I don't see it. (I selected 50% speed to build settler, 50% food for new city, +1 production) I got the settler and new city bonuses, but not the +1 prod - unless that +1 shows up as an additional prod in the city itself. But I think it should show as a modifier instead for clarity.
For some reason I have a 25% bonus when building a wonder. (Great Library)
I also had the following experience in a previous game.
Civ1 wanted me to go to war with Civ2. I told them I would do it in 10 turns.
2 turns later, I went to war on my own with Civ2.
5 turns later, I made peach with Civ2 (10 turns peace treaty)
However, 3 turns later, Civ1 was back asking me to make good on my promise to go to war with Civ2. I said yes, and that broke the 10 turn treaty I had just signed, sending me back into war with Civ2.
I don't think it should work that way. If I go to war within the 10 promised turns, the civ should take note of it and cancel the 10 turn War order. And I shouldn't be able to break a peace treaty like that.