1. Picking defending units. I've had a stack in a city, with one well-promoted unit and several middling units, and had the well-promoted defend first and win but get beat up. Then, as more bad guys attack, and I'm thinking, "Good thing he'll be out of the rotation and the other units will give him a chance to heal ... NOOO!" -- he gets attacked and destroyed anyway. The documentation claims that they have an algorithm that picks as the defender when a stack is attacked the unit with the best odds of winning. Frankly, I think Firaxis screwed that algorithm up. They don't seem to understand their own combat system very well, as in the manual where they talk about a unit with twice the combat strength of its foe having two-to-one odds of winning ... NOT! The in-game stuff seems to be a little better, but I think the defender picking routine is broke. Given how severely a damaged unit is penalized in combat (something I also question Firaxis' understanding of), it would be awfully nice if this routine worked, or, in the absence of that, if you could at least designate a defender on the occasions where there's an opportunity to do so.
2.a. Putting a new population point to work. For me, it's usually a fairly easy routine: Food and Production are largely interchangeable, so whatever you're building, you decide if you're going to build or grow first (often this is even beyond your control), you arrange your population to make that happen as quickly as possible, and when that's done you repeat the calculation, usually reversing the result and adjusting your workforce accordingly. The only consistent thing I've noticed is that new population is always put where I don't want it. Which leads me to ...
2.b. There does not seem to be a way to have the game alert you when a city has grown in population so that you can undo the preposterously bad allocation choice the computer has made for the new citizen. I really don't want to have to keep track of exactly when every city is due to grow, nor to look at each one each turn to see if it hasn't grown.
2.a. Putting a new population point to work. For me, it's usually a fairly easy routine: Food and Production are largely interchangeable, so whatever you're building, you decide if you're going to build or grow first (often this is even beyond your control), you arrange your population to make that happen as quickly as possible, and when that's done you repeat the calculation, usually reversing the result and adjusting your workforce accordingly. The only consistent thing I've noticed is that new population is always put where I don't want it. Which leads me to ...
2.b. There does not seem to be a way to have the game alert you when a city has grown in population so that you can undo the preposterously bad allocation choice the computer has made for the new citizen. I really don't want to have to keep track of exactly when every city is due to grow, nor to look at each one each turn to see if it hasn't grown.