That’s what I remembered, too, although I wasn’t sure if the trigger was Satellites or something else.

Originally, Satellites did not expose the entire map for Civ V. However, a prior patch changed that (apparently after a lot of grousing from players).

The Mac version of the last PC patch is live now. It’s not updated to the PC version that hit yesterday, although it does have a few extra fixes that the original PC doesn’t have.

Just got an email from Direct2Drive. You get the key from your D2D account and then activate that key in Steam.

Wow. The Mac patch is near 700MB here are the notes.

Diego

• 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

The Spain & Inca package has just been released as well.

I can’t figure out how to protect/guarantee independence for City-States. I could swear I’ve done this before but I can’t seem to figure out how to do it post-patch, I could just be looking in the wrong place for the button. The ability is still in the game, since I can see the AI declaring that they are protecting a City-State. Does anyone know how to do this?

It’s in the dialogue that pops up when you talk to a city-state.

That’s what I thought. I’m not getting it though, here’s what I see:

P.S. Yet another crash – number 4 since I patched yesterday. This is with the latest nVidia drivers 260.99 released 2010.10.25. This sucks.

Can you do that when you’re already allies? Check with a neutral city-state.

Hmmm, maybe I’m misunderstanding what this is used for. I thought it was telling everyone that if they attacked it they were at war with you, is that automatically assumed if they are your ally? I know there is a diplomatic message you can get for “Hey I just attacked a City-State friendly with you, hope you don’t mind” – don’t know if that’s a new message or was there pre-patch. Anyway, here’s a neutral one, still no protect button:

I’m not seeing them on steam yet, is there a delay there or am I missing something?

EDIT: Oops, just found it. Nevermind! :)

Interesting. I just started up a quick game and I had to get to “friends” for the “pledge to protect” option to open up. So not neutral, and apparently not allied.

Thanks for checking Dan.

Huh. Just had an odd experience with the new scenario.

I fired it up, chose Spain and launched and when the game started, it was 4000 BC, and I had a pair of Settlers, two spearmen, a worker and a scout. Still had the 100 turn timer, customized tech tree and the like. No cities were built and I had just finished researching Iron. When I got to the New World, no resources. It was not the most exciting of scenarios.

However, when I tried it again, the actual scenario popped up. I haven’t been able to replicate the issue. So, has anyone else had this happen?

Awesome, the Mac patch contained a fix for the problems that occur when you play the game at the 27" iMac’s native resolution: they disabled that resolution! I know that 2560x1440 is crazy high and would probably run terribly anyway, but mostly I think Aspyr just wanted to get linked on There, I Fixed It.

2560x1440 runs very smoothly on my Windows PC with a Core i7 920 and an ATI 5850, for what it’s worth. The new graphics engine is really very efficient on a reasonably modern PC.

I definitely saw that one pre-patch.

And I was wondering the same thing! So you have to be friends, no more, no less? Thanks, Dan!

My thanks as well, that’s good to know and a new entry in the manual addenda!

At this point I’m quite confused. Here you can see an ally with no “Pledge to Protect” button and then in the second image you can see an ally with a “Pledge to Protect” button. What is the difference? Beats me. These were taken from two different games, so I suppose it could be any of a number of things. I don’t think it’s a tech thing (although it could be) because I’ve seen AI players pledge to protect almost from the start of a standard (ancient start game). I’ve also not been able to pledge to protect in games which I’ve started in the industrial era (although I suppose that could be a late game start bug, since the game is probably most thoroughly tested for ancient era game start).