16
Dec
Civ V Mac: Patch Release
Posted by Elizabeth Howard
UPDATED:
We’ve been promising a patch since release, so we wanted to share that the first Civilization V Mac Patch is available at 10am CST via Steam.
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 2048×1440 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
What about PC to Mac multiplayer?
The PC and Mac versions need to be on the same version number in order for multiplayer to work via Steam. We were hoping to achieve this with this patch, but with 2K’s release of DLC and patch coinciding with the Mac patch, we are still out of sync. Our development process has been to port the game, then port the released patches and DLC. We ported the game, then started on the patch code that we had available at that time. The timing is such that when we were near complete with our available code that a new PC patch was being released, thus making us out of sync again. We understand the PC-Mac multiplayer is highly desired and hope to have dates for everyone on both DLC and multiplayer very soon.
The plans for our next patch will be to contain the remaining available patches.
But I don’t see my problem addressed.
As mentioned above, we are porting the PC patches at this point so known game issues will be worked on in order of patch release.
You are reducing resolution in order to deal with gray bars? What’s the deal?
Aspyr has ported Civ V from the DX9 path from the PC. This means we port the patches specific to the DX9 path. High-resolution support is a known issue on the PC which will need to be addressed on the PC for us to offer full support of the higher resolution.
My hardware is not on the supported System Requirements list. Can I play the game?
If you have a specific question about your system profile, submit a ticket at support.aspyr.com along with your system profile and our guys will actually try it out! (If we have the hardware). Try before you buy – can’t beat that as a service.
Why do you release a game then patch it?
During the porting process we often engage in development far before the PC version is released. This means we at some point have to say, “This is the code we are using,” and finish the job based on that code. Meanwhile, the PC development team is still moving forward with development and patching. If we were to wait for all patches to be complete it could be a very long time before the Mac version exists. Our preference is to ship the Mac version of the shipped PC version and follow the patch path of the PC devs.

