V1.10.10 (official)
1) What happens if i send 2 runners in the same sea zone to collect resources?
1.1) Sometimes i've noticed my runners just disappear. No notification of interception in events?
2) Why the AI by night goes into "sleep mode" allowing me to surround it and kill it?
2.1) Why the AI never entrenches?
3) Why the AI insists on a passive siege technique allowing me to send reinforcements even though the garrison is weak?
4) Why the rumors page is always blank?
5) Wouldn't it be easy to add a F1 page with "legend" on detailed combat hex bonus/penalties?
6) Did u notice the tooltip of British diplomacy mentions France?

7) There seems to be no explanation in manual about the -- signs in city-advisor page.
8) Conscription % of success should be removed if (as manual says) it's 100% successful.
8.1) Munster % danger should be removed if Governor supports Munster voiding unrests.
8.2) Conscription % danger should be removed if Governor supports Conscription.
9) I'm not entirely sure military groups really help with the unrest. Unrest seems to decay at normal rate anyway...maybe they just stop it from spreading?
Having asked about these things, all that remains is the compliments on a great game. I stick to the idea the community should help with developing an updated manual, "sealed" by the DEVS once ready.
As of the peeps wondering about FoF *or* AACW, i suggest to buy both. They are totally different but both very good games.
