Potential bugs:
1) My scout is listed as being where it was last turn, not where it is this turn?
2) My army is reported as being where it spawned turn one, not where it currently is, and they appear to be getting the benefit of it's unrest reduction even though they've not been there for a few turns.
Not bugs but questions:
1) Can you use technology the same turn you buy it? IE: Could I build a smith this turn via researching the tech and then building it?
2) There was previous mention of adding in the ability for starving pops to migrate withing your borders of their own volition instead of requiring a placed migration point. Can you elaborate upon this? As it might become relevant sooner rather then later (eventually.)
3) You also mentioned you might make herbs into a T1 tech at some point? I might need to get in on that seeing as how my death rate in my capital is getting so huge. Can we get more elaboration on that too (eventually.)
4) Can you pick and choose what areas feed into what towns? If you have, for instance, two towns right next to each other. (If that's even possible)
5) Hum, pop growth is a function of deathrate+birthrate throughout the province right? It's not split between the urban areas and the rural areas? At least, it seems that way. Would that mean that eventually you can get cities that will depopulate the surrounding rural area, when their deathrate outstrips the birth rate but the city still grows because of imported population?
Also I don't know if you can answer this one or if it's a secret, but can we get a hint about how profitable sales of goods are?
Mini-bugs: Both of those are just errors, I think. I'll fix them, and both should be where they actually are. Edit - fixed in the turn now.
Proper bugfix ongoing tonight. Answering questions.
1) Yes. If you have the points, tech knowledge is instant as soon as you buy it.
2) Planned for this turn, starving pops will try and migrate to any 'unworked' land in the empire. Order of preference should be: 1) Move to migration points. 2) Move to free unworked land. 3) Move across borders.
3) Confirming Herbalism will be a T1 tech. Tech tree up to T3 incoming.
4) Yes. The only limit (without Logistics, a T3 tech) is that food can only move 1 province
maximum before it goes off and cannot be 'chained' (so you can't send food from Province A to Province B while Province B is sending food to Province C). Logistics extends the food radius to 2 provinces - past that, you're looking for Refrigeration (whenever that is) or Railroads most likely.
5) Pop growth and death is evenly spread between rural and urban pops, yes. The city you mentioned is theoretically possible, but I
should have a limiter in place to force urban pops to work land if the town isn't producing enough food and there's free space. I need to check that though. It may not be working, which may be the reason for the ongoing urban pop issues.
Bugs will get fixed tonight and tomorrow, hopefully.