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Civilization V Patch Plans

The 2K Forums have word on plans for the first major patch for Sid Meier's Civilization V, though there is no set plan for when this will be released yet (thanks The Patches Scrolls). The list of planned changes follows.


  • 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


  • Category list now displays correctly


  • 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


  • 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.


  • 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


  • 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.

17. Re: Civilization V Patch Plans Oct 14, 2010, 01:42 NewMaxx
Verno wrote on Oct 13, 2010, 14:33:
The whole city-state system needs an overhaul, they are strictly a gold dump. It's one of the most transparent and pointless game mechanics I've seen in a Civilization game.

Honestly, that was also my first impression. After tweaking the game a bit and changing my play style, I've discovered that instead it is basically part of their approach to ripping off the casus belli system (and perhaps the gold/economy balance) from Europa Universalis. I say part, because there are some other game elements that also do so. Once I made this realization, I quickly figured out how to best exploit it, and it is actually a decent idea. It does need some refinement and balancing, though.

If you haven't played EU seriously then you might not understand what I mean. Essentially, though, the city-states provide you with a way to create wars on your own terms, divert potential troublemakers, and prepare for invasions, flanking tactics, etc. Their bonuses are in fact there to boost your "spec" (or remove weaknesses) based on your civilization and civil choices.

At first glance this does seem like a gold dump, until you realize that gold doesn't work the same way in this game that it did in previous ones. If you spec your country towards gold production, you likely also want things like the purchase unit discount civil, maritime CS bonus, etc., therefore making gold more of a strategic resource rather than just a ratio you tweak artificially for science or happiness; it is much more organic and has ties to everything else.

Taken together, I see the other changes (hexes, one unit tile tactics, etc.) as an indication Civilization is going in the direction of a hybrid between tabletop games and a hardcore EU approach, without the complexity. I hated it at first, complained nonstop about how it wasn't Civ and was dumbed down, but now I "get" it: it's not a dumbed-down Civ, it's a dumbed-down "strategy" game, which is what Civ always was...they are just keeping up with advances made in other series.

This comment was edited on Oct 14, 2010, 01:50.
Previous Post Next Post Reply Quote Edit Delete Report
    Date Subject Author
  1. Oct 13, 11:42 Missed One Quboid
  2. Oct 13, 12:52  Re: Missed One Techie714 ©
  3. Oct 13, 13:18   Re: Missed One cronik
  4. Oct 13, 13:22 Re: Civilization V Patch Plans Verno
  5. Oct 13, 13:51  Re: Civilization V Patch Plans Techie714 ©
  8. Oct 13, 14:42   Re: Civilization V Patch Plans DG
  9. Oct 13, 17:57    Re: Civilization V Patch Plans Wowbagger_TIP
  6. Oct 13, 14:30  Re: Civilization V Patch Plans AirWreck
  7. Oct 13, 14:33 Re: Civilization V Patch Plans Verno
>> 17. Oct 14, 01:42  Re: Civilization V Patch Plans NewMaxx
  10. Oct 13, 19:50 Re: Civilization V Patch Plans BIGtrouble77
  11. Oct 13, 20:24 Re: Civilization V Patch Plans theyarecomingforyou
  12. Oct 13, 20:37  Re: Civilization V Patch Plans Bucky
  13. Oct 13, 21:27   Re: Civilization V Patch Plans eRe4s3r
  14. Oct 13, 23:03 Re: Civilization V Patch Plans Pankin
  15. Oct 14, 00:05 Re: Civilization V Patch Plans Nate
  16. Oct 14, 00:31  Re: Civilization V Patch Plans Wowbagger_TIP
  18. Oct 14, 09:21   Re: Civilization V Patch Plans Verno
  19. Oct 14, 10:01 Re: Civilization V Patch Plans NewMaxx
  20. Oct 14, 13:39 Re: Civilization V Patch Plans Verno


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