I've encountered and diagnosed a strange bug. It seems that when I start building an improvement (like a study) in a town that isn't my capital, it somehow becomes 'linked' to my capital and other towns in a chain. It then inherits the population demand of all the towns in the chain.
Population Demand Duplication:
-Town 1 is my capital. It has a population demand of 10. This is the case because it the improvements it has built has a population demand of 10.
-Town 2 is linked to my capital. It has a population demand of 10. This is because my capital has a population demand of 10. If the capital population demand were to change, this town's population demand would change to match it.
-If Town 2 were to build an improvement that would have a population demand of 5, its population demand would become 15 (10 from capital + 5 from its own improvement).
Generational Effect:
-It seems that while Town 2 links to Town 1, Town 3 would link to Town 1 and Town 2.
-So if Town 1 had population demand of 10, and Town 2 had a demand of 5, then Town 3 would inherit a population demand of 15.
-Town 3 can add its own population demand to this chain. If town 3 were to add an improvement that had population demand of 5, then Town 4 would inherit a population demand of 20 (10+5+5).
The chain with memory:
-Razing a town doesn't break the chain. If you were to raze Town 2, Town 4 would still inherit the population demands of Town 1 and Town 3.
-I suspect that the razed towns are not forgotten (deleted from memory). Rather, because they are razed, their population demands are set to 0 (negating their effect on the chain itself). This may play a factor in memory management of the game.
Anyways, I'm wondering if anyone else has noticed any of these bugs, or anything related?