
Re: Slaves unable to build canals (Chinese UI)
It is not the most annoying bug as it adds flavour not only to playing but also conquering every new civilization.

As to what would be helpful to read in the manual:
- The experience cap from fighting barbarians is now 25 (? I just reached 25 now with a unit, so as far as I know, it can be even higher). I still don't know what's the cap from fighting animals.
- Fights against barbarians give GG points. Slave rebels can't pillage. Related to this: do all cities have an equal chance to get a slave/serf rebellion? I noticed a heavy tendency of rebellions to be more frequent around bigger cities with slave markets. I don't think I got a single rebellion around a newly-founded city so far.
- Experience gained inside cultural borders contributes to GG emergence twice as much as that gained outside of them before the protective/Great Wall bonuses are applied.
- The mechanics of epidemics. I'm lucky enough not to get a single epidemic so far while the AI around me often has it pretty bad. Thus, I don't know how much having an epidemic in one or a couple of my cities would affect other cities (if all the trade routes are foreign, for example), or what are an epidemic's chances of causing specific damage: killing 1 pop, 3 pop or 5 pop, say. I can't evaluate how viable or risky it might be to grow cities out of their epidemics' safe zones.
- The two things that have just been mentioned if only to avoid that first-time disappointment: no cottages on fertile soils until fertilizers and slaves being unable to build UIs.
- I keep seeing, normally besieging, troops spreading their culture around cities. There is no mention of this mechanic in the manual, whereas I haven't yet come across the mechanic that is mentioned there: "Additionally, if your relations with another civ are high, you will get bonus culture from having open borders, as your peoples exchange their cultural trends with each other." I haven't been on friendly terms with civs that often so far however.
- Minor mistakes in the manual: Tobacco is mentioned as a resource that provides a happiness bonus instantaneously. It doesn't, hemp and dye do this instead. It says that one coal can "power" a brick factory, whereas you need 2 coals for it. A presumably outdated Guild Monopoly civic is mentioned. Ulugh-Begh is incorrectly mentioned as a Mongolian leader. Tech transfer bonuses are specified as 50% & 25% rather than 40% and 20%. A typo with zeroes here: "When the total number of alive and independent (non-vassal) players drops below half of the initial number, and one player is at least 50% ahead of everyone else in score, the “End of History” modifier kicks in, reducing separatism by -100% per each fewer civ below the threshold (capped at -90%)."
- There's a mix-up in the description of light infantry: recon units don't consume food during construction and irregulars don't normally posses any particular mobility or withdrawal abilities.
- The manual incorrectly specifies the strength ratios that are required for the three levels of aid. It specifies the first tier to be 100-200%, but a str 3 archer provides first level ranged aid to str 4 units.
I think this covers most of the significant issues I've come across so far.