Update released:

Sid Meier’s Civilization® V Update Released
Product Update - Valve 07:59
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.

Nice patch, but it didn’t like my current savegame.

It also screws up the Korean/Hangul Mod (if any of you use it), though that was to be expected.

Thanks for the heads up on the save incompatibility. I guess we may have to wave goodbye to our current games, or perhaps the issue with your save was the inclusion of the mod?

I should have said the Hangul Mod (actually, it’s a patch) is now incompatible with the new patch update.

Although it really is only a language patch; it’s just that some text is corrupted which I’m sure can be attributed to the update.

As for my savegame, I uninstalled all mods/outside patches before loading it into the post-patched game and no joy.

I have the Deluxe Edition in case that might be an issue, I don’t know.

My current savegame was a soup sandwich anyway, so no big deal for me but others may be dismayed…

Nice update. I’ll have to try it out tonight with my new game as the Americans (only a few turns in) and get ready for the Mongols on Monday.

Seems ok with my save, FWIW.

No mods for me, but my America game (referenced above) crashed Civ5 when I tried to load it (with an error message of a fatal exception, unlike any CTD that I’ve experienced with Civ5 which just exited to the desktop). Fortunately, it was so early on that starting a new one wasn’t a problem for me. Definitely some incompatibility going on there, and it has nothing to do with mods.

Thanks to both of you - I figure I’ll start anew. Better safe than annoyed. ;)

There’s a “view city” option both when you conquer a new city, and when you consider annexing a puppet. So you can look inside your puppets now, see what they’ve built. It also appears that choosing “raze” eliminates all unhappiness for the burning city immediately, no waiting for it to vanish before you lose the -5 for a conquered city.

Those are great changes. The razed city unhappiness was always a confusing rule considering this version of Civ was trying so hard to be new-to-civ friendly.

My save game loaded fine with the new patch. I have no mods installed.

if you’re in the Uk and haven’t got this yet:

http://savygamer.co.uk/2010/10/23/civilization-v-pc-2-35/

I also have no mods installed. Loading older games is…not so good.

On the plus side, patch! Most noticeably so far, the AI is not so eager to give me all of their riches for my luxuries.

People with Digital Deluxe version purchased through STEAM are SOL on savegames: http://forums.2kgames.com/forums/showthread.php?t=95986

No real biggie though. They’ll fix it, and you should be able to load new saves. If you can’t - you might want to add a post to that thread.

Hey guys,
As some of you already know, today’s 1.0.0.62 patch introduced an incompatibility with save games created on older versions of the game for those of you who have the Digital Deluxe edition of Civilization V.

We have identified the issue and are currently working on a hotfix. Unfortunately, this fix will not be ready for release by the end of the day today. I don’t have any specific ETA for the hotfix, but I am sure that it will not release before Monday.

The good news is that the fix will allow you to load your old saves once it is released, so if you hang on to those saves you will be able to continue them soon.

That was quick. However, it’s not “purchased through STEAM” since I bought mine through D2D and have the problem. It’s essentially any digital deluxe version that was downloaded through Steam.

Interesting thought: since I have the Special Edition bought through retail, as well, does that mean that if I had installed that one instead of the downloaded one it would have worked? How odd. I thought that all the games were essentially identical aside from DLC.

I’m glad to see the look at conquered city patched since this was the first glaring omission in the game I noticed. Also glad to see the patch before the DLC release. Also perfectly timed since I just finished a game the morning before the patch and have the Digital Deluxe edition :). I would have been frustrated if I couldn’t get my first Immortal win because of saved game compatibility.

Agreed, Deadbuffalo. They said a hotfix is in the works for the Digital Deluxe version, so I’ll just have my munchkin wait on his old save. Thankfully, he’s a patient kid. More thankfully (from his perspective), I have a few hundred other games for him to play in the meantime.

So I guess no performance fixes for AI turns? I want to play this bad but I don’t have time for 1:30 sec AI turns. I just don’t have that kind of time and I am playing on a very decent quad.

You could just play on reasonably small maps. Turn times of 90 seconds only happen on very large maps.

Or on standard/large maps with much fewer city states (I usually set it to 6 or 8 at the most). The game is usually long decided by the time I get to slowdowns of any kind on turn 600 or so (epic and marathon).