I pretty much agree with all the ocean travel comments. It is very destabilizing, unfair that the AI gets to use terrain that we do not, forces us to spend extra cash on coastal defense where none should be needed at this point in the game, and isn't taken into consideration by the tracking software and sometimes you will lose a ship because the tracking algorithms decided the ocean path was the shortest with no regard for the penalty of traveling there.
This 'feature' forces me to play with no barbarians, forces me to use the world editor to delete any enemy fleet if it shows up at my border without dying on the ocean. Oddly enough some AI DO pay the penalty, and I've seen the AI send a ship into the sea to die in a storm, build another in the same city which follows the same path and dies in a storm, etc. That city becomes locked in a loop of suicidal galleys.
The sinking of ships is handled with random events and those do happen for all players, including AI players, so the rules are exactly same for everyone - barbarians are exception since their units can spawn on any plot that is in fog-of-war. Now the way these sinking random events work is that early game these happen individually for each player whenever it is possible to trigger it and thus this makes it difficult to explore ocean plots if you have just one ship - the sinking chance is 75% so there's a possibility that ship survives through this event. Now if you have more than one ship, you'll have much higher chance of getting over ocean because this random event can trigger only once per turn, ie.
if you have 3 ships in your fleet and set them to scout ocean, it would take 3 turns to get them all sunk, though it's possible that all 3 survive (for one ship the odds are 0.25*0.25*0.25 = 1.5% for 3 turns of ocean travel).
Once enough sea based techs have been researched the random events change a bit and the sinking effect no longer happen per individual player (instead it's global event) and not every turn - thus the chance to cross increases once you reach classical/medieval era.
Also travelling on ocean plots inside your own cultural borders is safe - you could think of it as "the sailors know the local waters".
Remember that all this applies to AI players as well.
By the way, if you are interested reading how humans spread to all continents, check out
Genographic Project - I'm just checking it too. Though this is bit unrelated to the ship event thing above...
Edit: Has anyone tested if those other languages are working correctly? Translations are incomplete but at least spanish, french, italian, german languages should work now.
edit: i just noticed that the civic upkeep is zero. I made a screenshot of it.
Civic upkeep seems to function correctly on my computer - didn't see any issue with it.
For some reason the game is very unstable in the early turns. Every time fog is popped, the game hesitates deciding whether to crash. This also happened in my first game, but things smoothed out after all the initial fog was explored.
I might have found one possible cause for early CTDs and it was with conscription units so I rearranged them to fix the bug.
I just noticed that the privateer bug is STILL THERE! The one where it says that is has "2 cargo space" but it cannot load anything? Please do not forget about it this time!
I'll check it. If I recall it was set to carry people ie. not regular units but spies, missionaries etc.
Started a new game, just build my first city. I entered the city view, pressed ctrl-a (trying to see the abandon city feature). A popup appeared to select the building I wanted destroyed, the drop box was empty and when I pressed cancel, got a CTD, twice with the same 'formula'. I'll try it again when I'll have more cities.
Hmm, that's odd. I'll have to test it again - it has worked just fine in earlier tests.