Sid Meier's Civilization® V - Valve
Updates to Sid Meier's Civilization® V have been released (PC Only). The updates will be applied automatically when your Steam client is restarted. The major changes include:

1.0.1.217
Released 3/1/2011
ENGINE
• Significant turn time improvements.
• Invisible Rivers now display correctly. This caused many issues because the player could not see some rivers, like fresh water showing up in strange places, unit movement suddenly shortened, etc.. Basically, there were certain rivers that did not display where forks occurred, etc.
• Memory leak – UI – Change the way the UI Manager calculates the hash of a texture so that different ways of specifying the same texture will not load the same texture more than once.
• Memory leak – DLL – Fix memory leak in DLL Args system

CRASH/TURN SPIKE
• Correct coding error that could cause turn-time spikes, incorrect deployments for protected bombard attack, or incorrect deployments as armies marched across the map

USER INTERFACE
• Add combat summary when a city bombards a unit
• Add a new diplomatic status "Denouncing" that displays on the turn that an AI civ is denouncing the player
• Embarked units no longer look like they have 500 strength
• User warned if about to declare war on a city state that is under protection of a major power

GAMEPLAY
• Taper off benefit of excess food when building settlers
• City-States now recognize when a road is connected for their road-connection quest.
• Golden Ages now provide +20% production per city rather than +1 hammer per tile

STRATEGIC AI
• Prevent AI from building too many AA units
• Don't allow CSs to build Manhattan Project
• AI calculation of enemy military might are tweaked based on size of enemy gold reserve
• AI calculation of enemy power now takes into account promotions

DIPLOMATIC AI
• Avoid cascades of denunciations against a single player. AI now uses its own current friendliness level with a given power to determine how much weight to place on a denunciation against that power.
• Denunciations expire after 50 turns
• Declarations of Friendship expire after 50 turns

MODDING
• Added support for policies that provide culture from kills
• Added support for policies that provide extra culture from cultural improvements
• Added support for policies that provide extra embarked movement
• Added support for policies that provide free Great People
• Online Panel now displays TOTAL downloads for a mod and not just the downloads for that specific version.
• When you click on a mod in the online browser, you may now use a dropdown to select a previous version.
• Added Line Control for modders to use when creating graphs, etc.

MULTIPLAYER
• Can now use DLC civilizations in multiplayer
• Added Ring, Skirmish and Ancient Lake maps to MP.

BUG FIXES
• Clear up cases where diplomatic status could show as "Friendly" even after that AI power has denounced the player.
• Fix situations where AI demeanor and verbiage didn't match friendliness level shown in diplomatic status string.
• Additional bug fixes and tweaks.

BALANCE CHANGES

Game Rules
• Cities must now have three or more tiles in between them (1 more tile than before), unless separated by a sea/coast tile.
• Cities now only get 1 free production and 0 free gold (1 less in both cases)
• Trade routes get bonus gold based on population of capital; formula changed a bit so minimal gold received for hooking up very small cities
• Bonus production from excess food (used when building settlers) tapers off if excess is 3 or more.
• Allied maritime city states provide 3 food per turn to the capital, not 4
• Balance pass on production and maintenance costs throughout the game.

Buildings
• Aqueduct added (entirely new building). 40% of Food is carried over after a new Citizen is born.
• Palace boosted to 3 gold and 3 production
• Granary gives bonus 1 food for Wheat/Banana Deer; cost reduced
• Market and Bazaar provide 2 gold (as well as +25%)
• Workshop provides 2 production (bonus reduced to +15% but affects ALL production); cost increased
• Windmill now has a +15% production modifier (for buildings only) and provides 2 production
• Stable gives bonus 1 production for Sheep/Cattle/Horse and can be built with Sheep or Cattle; cost reduced
• Lighthouse gives bonus 1 food for Fish; cost reduced
• Ironworks dropped to 8 production (but earlier in tech tree now)
• Factory requires Workshop; add 3 production but boost now just 25%; has 1 more specialist slot (now 2)
• Nuclear and Solar Plants now require Factory but increase to production is now 35% and provide 4 production themselves; these two now mutually exclusive
• Hospital adds 5 food (but no longer retains food), requires Aqueduct
• Forge adds +1 production to each source of Iron
• Reduced Armory maintenance to 2 gold
• Reduced Colosseum happiness to 3, and reduced maintenance to 2 gold
• Reduced Theatre happiness to 4
• Reduced Monastery maintenance to 0 gold
• Reduced Garden maintenance to 1 gold
• Reduced Observatory maintenance to 0 gold
• Reduced Opera House culture to 4, and reduced maintenance to 2 gold
• Removed the Great Person Point from Public School

Specialist Adjustments
• Temple -1 Artist
• Mud Pyramid Mosque -1 Artist
• Opera House +1 Artist
• Bank -1 Merchant
• Satraps Court -1 Merchant
• Stock Exchange +1 Merchant
• Observatory -1 Scientist
• University +1 Scientist
• Garden -1 Artist
• Laboratory -1 Scientist
• Public School +1 Scientist

Improvements/Routes
• Production bonus from Railroads reduced to 25%
• Removed 1 extra gold from Mine on Gems, Gold, Silver, Marble.
• Fishing Boats give 1 food, not gold.
• Fishing Boats give 1 gold with Compass.
• Camps on Deer give production instead of food .
• Remove 1 extra food from Sugar plantations.
• Trading Post gold reduced from 2 to 1 (increases back to 2 when hit Economics).
• Trading Post & Camp gold increases by 1 with Economics.
• Lumbermill production increases by 1 with Scientific Theory (moved up from Steam Power).
• Mine & Quarry production increases by 1 with Chemistry.
• Plantation & Pasture food increases by 1 with Fertilizer.
• Well & Offshore Platform boosted to 3 production (from 1).
• Academy increased to 6 Science.
• Landmark increased to 6 Culture.
• Manufactory increased to 4 Production.

Policies
• Tradition: Culture border expansion discount in cities placed on Tradition branch opener. Discount increases over the course of the game. Also grants +3 Culture in the capital.
• Aristocracy: Wonder bonus reduced by 5% to 20%.
• Legalism: Provides a free Culture building in your first 4 cities.
• Oligarchy: Garrisoned units cost no maintenance, and cities with a garrison gain +100% ranged combat strength.
• Landed Elite: +15% Growth, and +2 Food per city.
• Monarchy: +1 Gold and -1 Unhappiness for every 2 Citizens in your capital.
• Liberty: +1 culture per turn in every city.
• Collective Rule: Settler production increased by 50%, and a free Settler appears near the capital.
• Citizenship: Worker construction rate increased by 25%, and a free Worker appears near the capital.
• Representation: Each city you found will increase the Culture cost of Policies by 33% less than normal. Also starts a Golden Age.
• Order: Reduce Order production bonus to 15%.
• Meritocracy: +0.5 Happiness for each city connected to the capital, and a free Great Person of your choice appears near the capital.

Resources
• Fish reduced to 1 food (but can be boosted back to 2 with Lighthouse)
• Marble boosts wonder production by 20%, down from 25%

Technologies
• Scaled up tech costs throughout the game (slight change for early eras; close to double for Modern)
• Move Lumbermills up to Construction
• Move Bridge Building back to Engineering
• Move Ironworks to Machinery

Units
• Workboat cost increased
• Settler cost increased by 25%

Wonders
• Colossus no longer goes obsolete
• Angkor Wat now provides a 25% discount for the costs (both culture and gold) to gain plots empire-wide.

Civ Unique Bonuses
• Reduce Chu-ko-nu from 10 to 9 ranged strength
• Doubled culture from kills for Aztecs
• Krepost now provides a 25% discount for the costs (both culture and gold) to gain plots in the city.
• Paper Maker only provides 2 gold but no longer requires any building maintenance

Map Generation Changes
• Increased Oil quantity per resource.
• Minimum Uranium is now 2.
• Cut Deer Appearance in Arctic regions.
• Adjusted Sheep placement so it is more spread out.
• Decreased Wheat appearance in Plains.
• Increases Cow appearance overall, including adding up to 2 Cow tiles to heavy grass start positions.


Sid Meier's Civilization® V - Valve
Updates to Sid Meier's Civilization® V have been released. The updates will be applied automatically when your Steam client is restarted:

[STABILITY]
- Fix for various rare crash bugs

[MODDING]
- Re-enabled LUA library unused in the core game. It was removed because we didn’t think modders were using it, and apparently many, many are using it.

[GAMEPLAY]
- Fixed bug where as Siam, food from Maritime City States didn't provide the expected result.
- Make a few more negative promotions not pass through on upgrades
- Made the Mandekalu mounted unit have the same negative vs city as the other mounted units
- Increased the chance that the AI will improve sea plots

Sid Meier's Civilization® V - Valve
Updates to Sid Meier's Civilization® V Mac have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

1.0.0.621a
• Graphic issues with Opening Cinematic caused by 10.6.5 have been addressed.
• Fixed crash when switching between 9400M/9600M on MacBook Pro.
• Updated Manuals are now installed in the Sid Meier's Civilization V Folder.
• Resolutions higher than 2048x1440 have been disabled. This is to prevent the "grey bar" issues that
appear at super high resolutions.
• DX9 no longer appears on Title Bar when in windowed mode.
• Users can now save to the Steam Cloud. (Mac games do not save to the same Steam Cloud as PC.)
• Private games are now available in Multiplayer.
• Launching the game in French or German and then playing the tutorial will no longer change the
Spoken Language to English.
UI
• Fix for production prompt that sometimes appears with newly created puppet states that could
stop the player from being able to end the turn.
• Aircraft banner corrections – now when you rebase an aircraft, the number will move with it.
• Resource icons now come up with Ctrl-R again, instead of sharing the same button with Build
Roads.
• Selecting a great general will no longer cause yield icons to appear.
• Added option to disable auto-unit cycling.
• Misc additional fixes to mouse controls, and other interface issues.
• Rounded out financial information in the Economic Overview screen. Details now provided on the
amount of gold provided by each city, the cost of buildings in each city, etc.
• Auto-populate save menu with save file name
• Allow selection of other cities by hex from within the city screen.
• Added detailed trade route info to Economic Overview screen.
• Added new tab to the Economic Overview Screen: "Resources & Happiness."
• Added option to activate the mp score list in single player (for “always up” score similar to Civ IV.)
• The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with
each action.
• If there are less than 5 buildings still needed to construct a National Wonder, the production
popup tool-tip now lists which cities lack them.
• Added Yield & Culture tool-tip info to the production popup.
• Tweak information on the Global Politics tab in the Diplomacy Overview screen.
GAMEPLAY
• Exploit – Raze/Annex happiness fix.
• Workers - Added option to force workers to ignore manually made improvements (so they don’t
change what you decide was best for a plot).
• Workers - Fixed bug where number of turns to complete were incorrect in build action button tooltip.
• Economy - Fixed bug where players could disband a single unit, and not see the economic return
until disbanding 1 more.
• Economy – Increased city wealth setting to 25%.
• Economy – Multiple fixes to the way trade-routes are tabulated and recognized.
• Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later
in the game).
• Trade – Found and corrected a Trade problem that could cause your Resource inventory to
multiply.
• City States - Fixed a bug where you could not gift aircraft to city states.
• Military - Medic promotion now only provides healing bonus for adjacent units.
• Military – Fix for Minuteman movement.
• Military – Correct promotions for “archer-like” units (horse archers, chariots).
• Military - Embarked units will no longer slow enemy land units.
• Military - Improved unit cycling logic. Camera will jump around much less.
• Balance - Engineers +1 hammer
• Balance - Disbanding units now provides only 10% of their production cost in gold.
• Request – Enable “one more turn” button if you lose, but are still alive.
AI
• Military – Better handling of unit need (navy vs land, etc.)
• Military - AI will tend to build ships to deal with blockaded cities more often.
• Military – Corrected an issue hampering movement of AI armies, especially when in close proximity
to enemy forces.
• Diplomacy – AI will be more reluctant to offer or accept open border agreements with more
powerful opponents.
• Diplomacy – Fix for never ending deals (peace, research agreements, etc.)
• City – City specialization and city focus improvements.
• City - Cities that are Avoiding Growth will not grow while that option is selected.
• Workers – Priority of trading posts reduced, and rebalanced priorities on other improvements.
• Workers – Improved the path-finding mechanic when building route-to roads improved, including a
large performance increase when evaluating road-pathing.
• City - Make sure Puppets don't construct buildings that require Resources.
• City - Add a Puppet city strategy that turns off training buildings and emphasizes gold.
• Military – Defensive tactical AI update. When you are at war and threatening an enemy city, the AI
will better utilize the garrison, as well as the surrounding terrain in defense of the target city.
MULTIPLAYER
• Exploit – Fix for gifting unit exploit.
• Chat – Color-coding, sound alerts, etc., added for in-game chat system, including a larger window.
• Deals – Additional deal validation put in place to verify deals before they are committed.
MISC
• Research treaties that end because you declare war will no longer grant the free tech.
• Save/Load – Fix for corrupted saves being experienced by some players in late-game.
• Strategic View – Crash fix for units rendering in background.
• Strategic View – Fix for selecting units either standing on a city plot, or garrisoned in the city plot.
• Tutorials – Many tutorial tweaks and adjustments.
• Multiple crash fixes
• Taller than wide map crash fix
• Fix for Puppet State production exploit
Sid Meier's Civilization® V - Valve
Updates to Sid Meier's Civilization® V have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

[AI]

[TACTICAL AI]
- Proper evaluation of which enemy units can reach my units next turn.
- Sorting enemy targets (within a class) by damage.
- Combine bombardment fire from cities with other ranged fire where possible.
- Never target a city for a ranged attack when they are already at (or going to be at) 1 health.
- Have the tactical AI be more aggressive about fortifying units that aren't moving anyways.
- Make all forms of guarding improvements the lowest priority tactical AI moves.
- Don't mark tiles adjacent to enemy at sea as good for flank attacks -- there is no flanking at sea.
- Update to tactical AI pillaging code - now prioritize enemy land resources and trade routes (never regular mines or farms). Always uses the check to make sure AI is not trying to pillage in an enemy dominance zone. Barbarians will still target everything.
- Never use ranged units to provide flank bonuses.
- Reduce chance of AI civs making "suicide" attacks.
- Changes to better protect the capital or any city with an enemy within 5 tiles.

[VICTORY]
- AI will be more aggressive about pursuing Diplo victory (bribing City States) if they are wealthy.
- AI will be more aggressive about building Spaceship parts when going for Science victory.

[CIVS]
- Tweak a few leader settings to be more likely to use their traits.
- Adjust Napoleon to make more likely to go for culture.

[COMBAT/UNITS]
- AI will not use Horse as defenders on hills as much.
- AI will often build more defensive troops.
- AI will more aggressively hunt barbs in the early game.
- Slightly more naval units.
- AI will now build ranged and mobile units more in line with the flavor settings for the team - in general, this means more mobile units.
- AI now builds, deploys, and uses air units more effectively.
- Allow AI to build more units if above Prince.
- AI will be more likely to build and bring siege units in a city attack.
- Better nuke targeting by AI.
- Won't build AA if no air threat.
- Allow AI or automated human explorers to move to edge of sight range and then explore again.

[EXPLORATION/EXPANSION]
- AI will emphasize getting an Ocean going explorer unit when the time comes.
- AI slightly more likely to settle off home continent.
- AI should colonize other continents regularly.
- AI second wave expansion more aggressive.
- Improve the AI's chances of setting up protected bombard attacks.
- Settlers: should handle watery maps better.
- AI will grab goody huts on other land masses.
- AI will grab empty barb camps more often.

[WORKERS/CITY AI]
- Large Cities should be more willing to build happiness and gold buildings.
- Workers prioritize repair builds higher than other builds.
- AI will be more likely to build a wall on any city that was an original capital.
- Builder tasking now calculates yields appropriately during golden ages and weighs tiles according to how much stuff they provide overall as well as their maximum yield of a certain type.
- More likely to build up economy early.
- Multiple worker AI improvements.

[MISC]
- Factor GS into flavors more.
- Disband obsolete units even if not losing money.
- Upgrade units a bit more.
- Tweak flavors of policies a bit.
- Have AI factor Grand Strategy into picking policies.
- AI will factor grand strategy into tech choices a bit more.
- AI don't send a barb expedition if defenses are critical.
- AI less likely to pick a city on an inland sea for serious naval production.
- Additional pathfinder optimization.

[GAMEPLAY]

[CITY/BUILDINGS]
- Added "National Treasury" national wonder, which requires Markets in all cities. Provides +8 Gold per turn to the city in which it's built.
- Added "Circus Maximus" national wonder, which requires Colosseums in all cities.. Provides 5 Happiness.
- Library now has no specialist slots.
- Wat now has two specialist slots.
- Public school now has 1 Science per pop, +1 free Great Scientist point, +1 Culture for 3 gold maintenance.
- Observatory now has 1 specialist slot.
- Research Lab has two specialist slots.
- Public school now provides 1 beaker per pop for 3 gold maintenance.
- Watermill now provides +2 good and +1 production for 2 gold maintenance.
- Paper Maker now has no specialist slots.
- Circus now has +2 happiness and no maintenance.
- Theatre now has +5 happiness.
- Stadium now has +5 happiness.
- Reduced production cost and maintenance for the Courthouse.
- Courthouse can now be purchased in a city (although it is expensive).
- Removed maintenance from city defense buildings (Walls, Castle, Military Base).
- City defense buildings now help cities heal.
- Increased city strength ramp-up based on technology.
- Reduced effects of Forbidden Palace and Meritocracy (Happiness per city).
- Reduced amount of food needed for cities to grow at larger sizes.
- Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this).
- Ironworks now gives 10 hammers instead of a % bonus.
- National College now gives +5 science in addition to the % bonus.
- Hermitage gives 5 culture in addition to its previous bonus.
- Raze/Unraze exploit fixed.
- Cities being razed are unhappy about it (only during the razing process).
- Cities heal more quickly.

[UNITS/PROMOTIONS]
- Cavalry can now go obsolete with Combustion.
- Stealth bombers cannot use carriers.
- Only allow one upgrade per unit from a goody hut.
- Add second embarkation promotion ("Defensive Embarkation").
- Amount of damage done during naval combat increased.
- All melee horse units get penalty attacking cities.
- Increased city attack penalty for mounted and armor units to 50% (from 40%).
- Lancers (and Lancer UUs) upgrade to helicopter.
- Lowered combat value of Horseman and Companion Cavalry.
- Promotions must be picked the turn they're earned.
- Can no longer promote a unit that has fought during the turn (instead, the promotion comes up the beginning of the following turn).
- Catapults and Trebuchets now weaker against units but stronger VS cities.
- Reduced effectiveness of Archers & Crossbowmen (and their UUs) VS cities.
- Reduced some combat bonuses: flanking (15 to 10), Great Generals (25 to 20), Discipline (15 to 10), Military Tradition (2x to 1.5x).
- Remove requirement for aluminum on Mobile SAM.
- Lower open terrain penalty to 10% .
- Marsh is now 3 moves to enter (Chariots do not move quickly through it anymore).
- Cavalry now upgrade to tanks.

[CITY STATES]
- Reduced bonuses from Maritime city-states - Friends: +2 food in capital, +0 food in other cities - Allies: +3 food in capital, +1 food in other cities
- Only the first 3 units gifted to a city-state will earn Influence now.
- Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty.

[HAPPINESS]
- If an empire reaches -20 Happiness, it goes into revolt, and rebels start appearing throughout the empire, based on the number of cities.
- Amount of Happiness needed to trigger a Golden Age reduced.
- Amount of Happiness needed to trigger a Golden Age now increases as the number of cities in the empire goes up.

[POLICIES]
- Landed Elite (Tradition Branch) now reduces culture cost of border growth by 2/3.
- Monarchy (Tradition Branch) now provides +1 Gold per 2 pop in the Capital..
- Liberty now provides a Settler training bonus to only the capital, and not every city.
- Tradition now provides +50% growth in the capital.
- Theocracy now reduces Unhappiness by 25% .
- Reformation now gives a 10-turn GA.
- Adopting Rationalism now gives a 4-turn GA.

[TECH TREE]
- Add link between Military Science and Dynamite.
- Add link between Civil Service and Education.
- Add link between Economics and Scientific Theory.
- Add link between Chivalry and Acoustics.
- Research overflow now works correctly (extra beakers after completing a tech will rollover to the next tech).

[GENERAL]
- Fixed bug where clicking on a city plot wouldn't select the garrison.
- Natural wonders now award culture (if worked) and happiness (if in border) if that trait is assigned to a wonder in XML.
- Players must now always adopt Policies immediately, and cannot defer picking until later.
- Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). Razing cities will not raise your policy cost ceiling.
- Reduced culture needed for first plot acquisition from 20 to 15.
- 3 new Natural Wonders and rarity code for both base game and New World scenario.
- Reduced points from Wonders (40 to 25) & Cities (10 to 8), increased points for pop by 1 (3 to 4).

[DIPLOMACY]
- AI's attitude towards you is now visible in the diplo screen and diplo drop-down.
- Added info tooltip for an AI leader's mood. Lists things that are making an AI player happy/upset.
- New diplo system: Declaration of Friendship (public declaration with diplomatic repercussions).
- New diplo system: Denounce (public declaration with diplomatic repercussions).
- New custom leader responses (Serious Expansion Warning, Aggressive Military, Luxury Exchange, Borders Exchange, Gift Request, etc.).
- Not agreeing to a friend's request now results in a relations hit.
- Third party AIs can now respond when a player makes a DoF or denounces someone. What they say is based on the situation - e.g. if you make friends with someone they don't like, they'll scold you.
- AI leaders will now sometimes ask their friends to denounce one of their enemies as a show of support, and refusing to denounce someone when an AI asks can now make them very upset.
- AI is now capable of denouncing friends (aka, backstabbing) and added backstabbing info to diplo overview screen.

[UI]
- Add XP bar for air units, do not allow XP for air units attacking a city that is already down to its last hit-point.
- Change ActivePlayer's name to "You" in single player in score list.
- Added game option to disable automated workers from removing features.
- Fixed bug where Happiness from garrisoned units wasn't being listed in Happiness info tooltip.
- Load Map function will now display correct size and type of saved map.
- New "Angry Genghis" loading screen (replaces the "fluffy-bunny Genghis" loading screen).
- Added setup options to allow players to defer choosing Policies and Promotions right away.
- Show the river penalty when attacking city across river (the penalty was there but was not being shown in the preview).
- Global politics screen updated to reflect new diplo system.
- Can no longer Force End Turn (shift-enter) through blocking notifications. CAN now use it to skip over units which need orders.
- Multiple tweaks and bug fixes.

[MISC]
- Fix small bugs with adding long roads around existing features.
- Fixed bombard arrow across world wrap.

[MODDING]
- Parent category counts now include counts of child categories.
- Selecting/deselecting a category now automatically selects/deselects it's children and its parent.
- Tweaked category name truncation to better fit names.
- Hide categories w/ no children and a count of 0.
- Added support for fallback languages (if mod is not translated, fall-back to English so text keys are not showing).
- The pager for the installed mods tab of the mods browser is now displayed in the correct location.
- Long values for properties such as "Special Thanks" will no longer extend past the edge browser frame.
- Categories refresh much faster now in the mods browser.
- Multiple additional tweaks and fixes to the mod browser.
- Support for mods that perform major restructuring of the tech tree including adding, deleting, and updating techs, buildings, and units.
- Added GameEvents system for overriding Gameplay DLL specific functionality.
- Fixed "Reload Landmark System" mod flag to now refresh landmarks defined in "ArtDefine_Landmarks".
- Multiple SDK updates (new version to go live shortly).

[SERIALIZATION/SAVES]
- Fixed save format which causes saves to increase the memory footprint of the game drastically when loading frequently over the course of the game. This heightened the risk of late-game out of memory crashes significantly.

Sid Meier's Civilization® V - Valve
Updates to Sid Meier's Civilization® V have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

UI

* Fix for production prompt that sometimes appears with newly created puppet states that could stop the player from being able to end the turn.
* Aircraft banner corrections - now when you rebase an aircraft, the number will move with it.
* Resource icons now come up with Ctrl-R again, instead of sharing the same button with Build Roads.
* Selecting a great general will no longer cause yield icons to appear.
* Added option to disable auto-unit cycling.
* Fix for full-screen game when running dual monitors. Previously, the curser could scroll off the "open" side, and not be able to scroll the map in that direction.
* Misc additional fixes to mouse controls, and other interface issues.
* Rounded out financial information in the Economic Overview screen.
Details now provided on the amount of gold provided by each city, the cost of buildings in each city, etc.
* Auto-populate save menu with save file name
* Allow selection of other cities by hex from within the city screen
* Added detailed trade route info to Economic Overview screen
* Added new tab to the Economic Overview Screen: "Resources & Happiness."
* Added option to activate the mp score list in single player (for "always up" score similar to Civ IV.)
* The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with each action.
* If there are less than 5 buildings still needed to construct a National Wonder, the production popup tool-tip now lists which cities lack them.
* Added Yield & Culture tool-tip info to the production popup.
* Tweak information on the Global Politics tab in the Diplomacy Overview screen.


MODDING

* Category list now displays correctly
* "Installed" panel now displays ALL versions of a mod but prevents the user from enabling multiple versions.

GAMEPLAY

* Workers - Added option to force workers to ignore manually made improvements (so they don't change what you decide was best for a plot).
* Workers - Fixed bug where number of turns to complete were incorrect in build action button tool-tip.
* Economy - Fixed bug where players could disband a single unit, and not see the economic return until disbanding 1 more.
* Economy - Increased city wealth setting to 25%
* Economy - Multiple fixes to the way trade-routes are tabulated and recognized.
* Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game).
* Trade - Found and corrected a Trade problem that could cause your Resource inventory to multiply.
* City States - Fixed a bug where you could not gift aircraft to city states.
* Military - Medic promotion now only provides healing bonus for adjacent units.
* Military - Fix for Minuteman movement.
* Military - Correct promotions for "archer-like" units (horse archers, chariots).
* Military - Embarked units will no longer slow enemy land units
* Military - Improved unit cycling logic. Camera will jump around much less.
* Balance - Engineers +1 hammer
* Balance - Disbanding units now provides only 10% of their production cost in gold.
* Request - Enable "one more turn" button if you lose, but are still alive.


AI

* Military - Better handling of unit need (navy vs land, etc.).
* Military - AI will tend to build ships to deal with blockaded cities more often
* Military - Corrected an issue hampering movement of AI armies, especially when in close proximity to enemy forces
* Diplomacy - AI will be more reluctant to offer or accept open border agreements with more powerful opponents.
* Diplomacy - Fix for never ending deals (peace, research agreements, etc).
* City - City specialization and city focus improvements.
* City - Cities that are Avoiding Growth will not grow while that option is selected
* Workers - Priority of trading posts reduced, and rebalanced priorities on other improvements
* Workers - Improved the path-finding mechanic when building route-to roads improved, including a large performance increase when evaluating road-pathing.
* City - Make sure Puppets don't construct buildings that require Resources.
* City - Add a Puppet city strategy that turns off training buildings and emphasizes gold.
* Military - Defensive tactical AI update. When you are at war and threatening an enemy city, the AI will better utilize the garrison, as well as the surrounding terrain in defense of the target city.


MULTIPLAYER

* Exploit - Fix for gifting unit exploit
* Chat - Color-coding, sound alerts, etc., added for in-game chat system, including a larger window.
* Deals - Additional deal validation put in place to verify deals before they are committed


MISC

* Research treaties that end because you declare war will no longer grant the free tech
* Save/Load - Fix for corrupted saves being experienced by some players in late-game.
* Map - Huge map crash-during-load fix that were reported on some specific systems.
* Map - Terrain caching fix that could cause problems for certain video cards (the "glowing red orbs" seen on the map are an indicator of this).
* Map - Fix for the low res terrain that appears the first time the game is run (terrain tiles would not load in anything but low-res the first time you play on some computer configurations)
* Strategic View - Crash fix for units rendering in background.
* Strategic View - Fix for selecting units either standing on a city plot, or garrisoned in the city plot.
* Eyefinity - Better handling of leader scenes when using Eyefinity displays.
* Tutorials - Many tutorial tweaks and adjustments.
* Multiple crash fixes.
* Taller than wide map crash fix.

Sid Meier's Civilization® V - Valve
Updates to Sid Meier's Civilization V have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
  • Fix for a crash that occurs on bootup for customers using a Spanish Windows XP operating
Sid Meier's Civilization® V - Valve
Updates to Sid Meier's Civilization V have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

  • Modding - Installer and permissions fixes. Should address any
    remaining mod download and install issues.
  • Full screen crash fix. Game will now restart in Windowed mode if
    it cannot find a suitable full-screen resolution on first start.
  • Hall of Fame now records data correctly when using a Windows
    username with special characters.
  • Fix for Puppet State production exploit.
  • Misc crash fixes.

  • ...