Regarding the automatic annexing bug introduced with the patch, here’s the official word:

Thanks for everyone’s input on this. The issue is caused by certain keyboard shortcuts being used for UI. The work-around for the time being is to not use F-key shortcuts, and use the mouse to open pop-up UI (like victory overview, religion overview, demographics, etc.).

Source

Just released:

Hot Fix Patch Notes

Hey Civ Community,

The hot fix patch is en route and will resolve some of the issues created on the Fall Patch. Here are the notes for your viewing pleasure.

Thanks for your patience on this one and have a good Thanksgiving!

Hot-Fix Patch Notes

[CRASH]
[ul]
[li]DX9 Range-strike crash. A city-strike or ranged unit could cause the game to crash when playing in the DX9 version, mainly in full-screen, but could occur in windowed mode as well.[/li]> [li]DX9 Cascading graphics failure crash. On certain video cards, after playing for a short amount of time (or across a number of short games), the game could exhibit strange graphical behavior (rapidly blinking graphics, terrain unloading, etc.), which could eventually lead to a driver failure or hang.[/li]> [li]DX9 multiple start crash. Fixed an issue where the DX9 version of the game could become unstable or crash if started multiple times in the same session.[/li]> [/ul]
[BUG]
[ul]
[li]Auto-Annex, no pop-ups bug. Fixed an issue that was causing the pop-up queue to stop displaying in-game pop-ups until the game was reloaded. NOTE: The cause of this could also exist in existing mods. Please see our note at the bottom of the change-list on how modders can correct this.[/li]> [li]Mod constant reload. Fixed an issue causing mods to constantly reload each time the user visited the mods area. Could also cause modded saves to be corrupted or crash on load.[/li]> [li]Denmark Trait not working. Fixed an issue causing Denmark’s trait (allows disembarked units to have an extra move after landing) to not function correctly.[/li]> [li]Inefficient Pathfinder issue. Fixed multiple issues with the pathfinder that was causing units to exhibit inefficient movement choices.[/li]> [li]Exploding workboat graphic. Fixed an issue where the Workboat model exhibited graphical corruption.[/li]> [li]Grey terrain/checker-boarding. Fixed an issue on slower video cards where terrain displayed in large quantities, or with rapid draws (like clicking rapidly around the mini-map), could cause the game to unload the terrain system, resulting in large amounts of checkerboards.[/li]> [/ul]
[OPTIMIZATION]
[ul]
[li]Multiple Terrain optimizations.[/li]> [/ul]

I wonder if they fixed the Great General issue.

Link

I’m thrilled to hear the reloading mods bug is finally put to rest. That was really annoying.

It didn’t. :-(

What great general issue? I had one over the weekend and everything seemed to work, but I didn’t built a fort with him, is that what is broken?

No. For pre-Fall-patch games, like all of the GMR games I’m in, the Great General no longer provides a combat bonus. When you mouse over an enemy unit while a friendly unit in range of a GG is selected, “0%” is displayed for the combat bonus provided by the GG.

Isn’t that “0%” thing merely a display bug? People at Civfanatics say the General works fine; the display just fails to reflect the bonus.

I’d read about that, but the value displayed next to “YOUR STRENGTH” for my unit while in range of a GG reflected a 0% modification. So, unless the “YOUR STRENGTH” value is not to be trusted, as well, the GG bonus isn’t being applied.

The real question, is did the hotfix also fix the annoying tendency for workers to repeatedly drop their orders every turn?

Just curious, but how often do you guys run into that problem? I haven’t had it (mine only drop orders when they’re within range of an enemy, like they’re supposed to), and so I keep thinking I must be missing something. Of course, my Civ V playstyle has been likened to that of a deranged tortoise, so it may simply be something that’s more emergent for typical gamers.

I don’t have that bug either, I definately used a Great General over this last weekend and it was telling me +20%. I know because I always check to make sure the GG is in range before I comitt to the attack, and I would have remembered a 0% there. It must not be effecting everyone?

Hmn. I didn’t see this happen either? I played for a few hours with two different games this last weekend, didn’t notice this with the workers, nor the GG issue either. Am I lucky, or are these just rare issues?

Based on what I’ve read, prior to the Fall patch, Worker orders would be interrupted when enemy units came in range. But after the threat was eliminated or had moved out of range, orders re-issued to the Worker would stick.

After the Fall patch, Workers are not retaining the re-issued orders. I haven’t seen it, yet, so I’m basing it solely on what I’ve read on the 2K Games forum.

In a game created pre- or post-Fall patch? It’s not an issue in games created after the Fall patch was released.

That is extremely likely the exact bug I’ve been encountering.

It works for me, (I’ve got G&K). Do any of those seeing the issue also have G&K or are you all vanilla users?

Vanilla in my case :(

G&K here, which might be why I haven’t seen it.

I feel as I’d just woken from a coma.

I got the game day 1 of its release but, due to a massively outdated system with overheating problems and the general consensus that the AI was brain dead, let it sit there.

Now, a year or so later and on a new system I’m taking it back up again WITH the G&K expansion soooo, has the AI come around by this point?

I’m in a similar boat. I got the base game in January for $4 (using a $5 credit) but was too busy to actually play. Then it sounded like it wasn’t worth playing without the expansion pack, which wasn’t cheap until now.

I’ve noticed that the AI will eventually bum rush you if you keep your borders closed and/or refuse embassies. The Aztecs, the Germans under Bismarck and one other have been the belligerents so far. If I refuse the first time but accept the second time, they seem to relax a lot. I don’t like my territory being wide open to the other civs. It becomes a factor when you get aerial units in the modern era, who know exactly where your capital is because you let them put an embassy there)

They’ll also get real shirty if you camp a unit close to their territory for a while. I had a guy declare war on me mostly for that, as far as I could tell. Hard to say for sure, since the Civ 5 diplomacy model doesn’t appear to expose concrete numbers for the factors of AI disposition.

A couple mods are available in the Steam Workshop that address AI (NiGHTS, for example), but they’re broad gameplay overhauls as well. There could be some AI-specific mods in there, but the Workshop search function is… not great. There’s a couple big fansites with content that may not be in the Workshop, but I haven’t gone digging yet.

Sorry I’m so late in replying, I forgot I posted this.

Yeah, this was post-patch (the patch is why I started up a new game) and I do have the G&K expansion, which seems to be why some folks haven’t experience the issue?