myconv: "Acquired" includes from research?
In this case, no. This particular aspect is specifically related to trading techs with the AI, and I gather they apply the limit to trades among each other as well (not just the player).
For example, I think Tokugawa will stop trading techs with you if he has seen you acquire at least 6 techs in trade (whether with him or with someone else), while I think Mansa Musa has like a 20 tech limit. Any techs you trade before you've met them don't count (they didn't see it), and each turn they have a tiny chance of forgetting seeing a tech trade (giving you a chance to tech trade again).
If you go over the limit, the AI will say something like "We fear you are becoming too advanced". I did a little digging on Civ Fanatics, but I wasn't able to find any of the material I'd read earlier about it; these specifics are from memory, so take them with a grain of salt.
Bookwyrm627: Short version: the slavery civic seems to have on direct impact on how many citizens are needed when whipping a project.
myconv: This statement confuses me. The term whipping means to use the slavery civic to rush projects? You can't do that unless you have the slavery civic on. So yeah, it has a direct impact, it allows it in the first place. Surely you can't mean something
that obvious but whatever else you might mean alludes me. So what are we talking about?
Yeah, that was a typo on my part. It should read "...seems to have
no direct impact..." (beyond the obvious 'allows it to happen in the first place').
myconv: Multiple times moving a unit with 1 move on a nonroaded space to a roaded one and being out of movement. But in the future maybe I'll pay more attention as I move things and even test it a bit.
Ah! I'd forgotten about roads/railroads. It probably works the same way (or very similar) as in Civ 3, where a road only helps if it is in the starting tile and in the target tile. You can't follow a road between tiles if it doesn't actually reach both tiles.
I don't know what other restrictions are in place (like Civ3's case where a river 'breaks' a road between tiles until you know Engineering).
myconv: As far as it turning into science because it's counter-intuitively commerce (counter-intuitive since Great scientists specifically produce science and great spies specifically produce espionage. Also the image shown of Great merchants production is a pile of gold coins) Maybe. I didn't think of that at the time but I did think of that latter. Got to wait till the next one or something to test it.
But what do you mean lost due to corruption, that kind of system is in Civ3, not Civ4?
Corruption isn't a Civ4 mechanic? Then whoops, I guess that can't be it.
Your point about the other Great People also makes sense, so the Great Merchant is probably supposed to directly give gold. I don't know enough about the specifics behind Great People to help much here; I was mostly taking a stab in the dark at the answer.