No announcement yet.

Aspyr has released the latest Civilization V Mac patch (


  • Aspyr has released the latest Civilization V Mac patch (

    Russ Looney at gameagent:

    Hey there, Civers, good news! We know it’s been some time since our last patch release, but Aspyr is happy to announce that the latest patch ( for Civilization V Mac is ready, has been deployed, and should be automatically downloading for all of our Civ V fans within the next couple of hours. You can catch the full patch notes after the jump.

    One feature that many of you will probably notice is still conspicuously missing is cross-platform multiplayer. We considered holding onto the current patch a bit longer to ensure cross-platform multiplayer would be available, but since there is an upcoming PC patch that would quickly break cross-platform play (due to version incompatibilities), we have decided to release this patch rather than delay the patch further. That being said, we are still working very hard at ensuring cross-platform play becomes a reality, and we want to thank everyone for their patience.

    Have any questions about the latest patch? Let us know in the comments!

    • Fixed graphical issues on Intel HD 3000 GPU.
    • Newly supported video cards – ATI HD 6750, ATI HD 6490, ATI HD 5870, ATI HD 5770, and Intel HD 3000.


    • Significant turn time improvements.
    • Invisible Rivers now display correctly. This caused many issues because the player could not see some rivers, like fresh water showing up in strange places, unit movement suddenly shortened, etc.. Basically, there were certain rivers that did not display where forks occurred, etc.
    • Memory leak – UI – Change the way the UI Manager calculates the hash of a texture so that different ways of specifying the same texture will not load the same texture more than once.


    • Correct coding error that could cause turn-time spikes, incorrect deployments for protected bombard attack, or incorrect deployments as armies marched across the map


    • Add combat summary when a city bombards a unit
    • Add a new diplomatic status “Denouncing” that displays on the turn that an AI civ is denouncing the player
    • Embarked units no longer look like they have 500 strength
    • User warned if about to declare war on a city state that is under protection of a major power


    • Taper off benefit of excess food when building settlers
    • City-States now recognize when a road is connected for their road-connection quest.
    • Golden Ages now provide +20% production per city rather than +1 hammer per tile


    • Prevent AI from building too many AA units
    • Don’t allow CSs to build Manhattan Project
    • AI calculation of enemy military might are tweaked based on size of enemy gold reserve
    • AI calculation of enemy power now takes into account promotions


    • Avoid cascades of denunciations against a single player. AI now uses its own current friendliness level with a given power to determine how much weight to place on a denunciation against that power.
    • Denunciations expire after 50 turns
    • Declarations of Friendship expire after 50 turns


    • Can now use DLC civilizations in multiplayer
    • Added Ring, Skirmish and Ancient Lake maps to MP.


    • Clear up cases where diplomatic status could show as “Friendly” even after that AI power has denounced the player.
    • Fix situations where AI demeanor and verbiage didn’t match friendliness level shown in diplomatic status string.
    • Additional bug fixes and tweaks.


    Game Rules

    • Cities must now have three or more tiles in between them (1 more tile than before), unless separated by a sea/coast tile.
    • Cities now only get 1 free production and 0 free gold (1 less in both cases)
    • Trade routes get bonus gold based on population of capital; formula changed a bit so minimal gold received for hooking up very small cities
    • Bonus production from excess food (used when building settlers) tapers off if excess is 3 or more.
    • Allied maritime city states provide 3 food per turn to the capital, not 4
    • Balance pass on production and maintenance costs throughout the game.


    • Aqueduct added (entirely new building). 40% of Food is carried over after a new Citizen is born.
    • Palace boosted to 3 gold and 3 production
    • Granary gives bonus 1 food for Wheat/Banana Deer; cost reduced
    • Market and Bazaar provide 2 gold (as well as +25%)
    • Workshop provides 2 production (bonus reduced to +15% but affects ALL production); cost increased
    • Windmill now has a +15% production modifier (for buildings only) and provides 2 production
    • Stable gives bonus 1 production for Sheep/Cattle/Horse and can be built with Sheep or Cattle; cost reduced
    • Lighthouse gives bonus 1 food for Fish; cost reduced
    • Ironworks dropped to 8 production (but earlier in tech tree now)
    • Factory requires Workshop; add 3 production but boost now just 25%; has 1 more specialist slot (now 2)
    • Nuclear and Solar Plants now require Factory but increase to production is now 35% and provide 4 production themselves; these two now mutually exclusive
    • Hospital adds 5 food (but no longer retains food), requires Aqueduct
    • Forge adds +1 production to each source of Iron
    • Reduced Armory maintenance to 2 gold
    • Reduced Colosseum happiness to 3, and reduced maintenance to 2 gold
    • Reduced Theatre happiness to 4
    • Reduced Monastery maintenance to 0 gold
    • Reduced Garden maintenance to 1 gold
    • Reduced Observatory maintenance to 0 gold
    • Reduced Opera House culture to 4, and reduced maintenance to 2 gold
    • Removed the Great Person Point from Public School

    Specialist Adjustments

    • Temple -1 Artist
    • Mud Pyramid Mosque -1 Artist
    • Opera House +1 Artist
    • Bank -1 Merchant
    • Satraps Court -1 Merchant
    • Stock Exchange +1 Merchant
    • Observatory -1 Scientist
    • University +1 Scientist
    • Garden -1 Artist
    • Laboratory -1 Scientist
    • Public School +1 Scientist


    • Production bonus from Railroads reduced to 25%
    • Removed 1 extra gold from Mine on Gems, Gold, Silver, Marble.
    • Fishing Boats give 1 food, not gold.
    • Fishing Boats give 1 gold with Compass.
    • Camps on Deer give production instead of food .
    • Remove 1 extra food from Sugar plantations.
    • Trading Post gold reduced from 2 to 1 (increases back to 2 when hit Economics).
    • Trading Post & Camp gold increases by 1 with Economics.
    • Lumbermill production increases by 1 with Scientific Theory (moved up from Steam Power).
    • Mine & Quarry production increases by 1 with Chemistry.
    • Plantation & Pasture food increases by 1 with Fertilizer.
    • Well & Offshore Platform boosted to 3 production (from 1).
    • Academy increased to 6 Science.
    • Landmark increased to 6 Culture.
    • Manufactory increased to 4 Production.


    • Tradition: Culture border expansion discount in cities placed on Tradition branch opener. Discount increases over the course of the game. Also grants +3 Culture in the capital.
    • Aristocracy: Wonder bonus reduced by 5% to 20%.
    • Legalism: Provides a free Culture building in your first 4 cities.
    • Oligarchy: Garrisoned units cost no maintenance, and cities with a garrison gain +100% ranged combat strength.
    • Landed Elite: +15% Growth, and +2 Food per city.
    • Monarchy: +1 Gold and -1 Unhappiness for every 2 Citizens in your capital.
    • Liberty: +1 culture per turn in every city.
    • Collective Rule: Settler production increased by 50%, and a free Settler appears near the capital.
    • Citizenship: Worker construction rate increased by 25%, and a free Worker appears near the capital.
    • Representation: Each city you found will increase the Culture cost of Policies by 33% less than normal. Also starts a Golden Age.
    • Order: Reduce Order production bonus to 15%.
    • Meritocracy: +0.5 Happiness for each city connected to the capital, and a free Great Person of your choice appears near the capital.


    • Fish reduced to 1 food (but can be boosted back to 2 with Lighthouse)
    • Marble boosts wonder production by 20%, down from 25%


    • Scaled up tech costs throughout the game (slight change for early eras; close to double for Modern)
    • Move Lumbermills up to Construction
    • Move Bridge Building back to Engineering
    • Move Ironworks to Machinery


    • Workboat cost increased
    • Settler cost increased by 25%


    • Colossus no longer goes obsolete
    • Angkor Wat now provides a 25% discount for the costs (both culture and gold) to gain plots empire-wide.

    Civ Unique Bonuses

    • Reduce Chu-ko-nu from 10 to 9 ranged strength
    • Doubled culture from kills for Aztecs
    • Krepost now provides a 25% discount for the costs (both culture and gold) to gain plots in the city.
    • Paper Maker only provides 2 gold but no longer requires any building maintenance

    Map Generation Changes

    • Increased Oil quantity per resource.
    • Minimum Uranium is now 2.
    • Cut Deer Appearance in Arctic regions.
    • Adjusted Sheep placement so it is more spread out.
    • Decreased Wheat appearance in Plains.
    • Increases Cow appearance overall, including adding up to 2 Cow tiles to heavy grass start positions.
    Attached Files

    • jakehobby1
      jakehobby1 commented
      Editing a comment
      Currently, there is a widespread/serious concern over

    • Dinner
      Dinner commented
      Editing a comment
      Originally posted by Nikolai
      You most probably will have to download the patch after installing.
      The good news is with steam (I assume it works with Macs too) it does it automatically.

    • nvrgtgnjdgd
      nvrgtgnjdgd commented
      Editing a comment
      Does the Mac version have stable MP play or is it as bad as the PC version?
    Posting comments is disabled.

Article Tags


Latest Articles


  • PolyCast Episode 216: "What's Next"
    by DanQ
    Bring it on. The two-hundred-and-sixteenth episode of PolyCast, "What's Next", features regular co-hosts Daniel "DanQ" Quick, "Makahlua", Philip "TheMeInTeam" Bellew and "MadDjinn" are joined by returning guest co-host "DarkestOnion". It carries a runtime of 59m59s.

    Recording live before a listening audience every other...
    December 13, 2014, 12:42
  • Steam Sale: Civ Titles up to 75% off!
    by Aeson

    If there's any games you're missing in your collection ... It's time to buy!...
    August 20, 2014, 19:33
  • Do you Ever Move Your First Settler?
    by Aeson
    An interesting article at The Escapist about Civilization and some of the goings-on behind the scenes at Firaxis: I have a lot of problems with the methods Firaxis tested this with. Turning off barbs, limiting AI expansion ... those are two critical factors for how big an impact waiting to found your first city will be. I myself like to...
    March 1, 2014, 00:41
  • Possible new expansion for Civ5: One World
    by Robert
    joystiq reports that Civilization V may get another expansion, based on a listing in the Steam Apps Database. Neither Firaxis nor 2K Games commented on this finding.

    January 16, 2013, 01:03
  • Civilization 5 Patch has been released
    by Orange46
    Civilization 5 Patch has been released. That is the big patch announced for this fall. It contains many fixes and tweaks and also support for Windows 8 touch screen support. Here is the list with full patch notes highlighted are the things that were not in the announcement earlier this year:



    • Mod Browser - The "Get Mods" button is now hidden if the user has disabled the steam overlay.

    Civilizations and Traits

    • Ottoman naval upkeep is now fixed. Save games that were started before the fix will not be corrected.
    • German UA and Oligarchy social policy now work together correctly.

    City States

    • Mercantile CS now only get a unique luxury for their first city (and not the cities they conquer). Unique luxury is removed upon capture (players can no longer get it by taking over a CS). Unique luxury is given back upon liberation.
    • Prevent double counting of resources when an improvement is gifted to a minor civ, then the minor civ techs up to activate the improvement.
    November 6, 2012, 18:47
  • Civilization 5 patch officially announced for this fall
    by Martin Gühmann
    A new Civilization 5 patch has been announced by 2K Greg on 2K Games Forums. Here are the Civ5 patch notes and what 2K Greg says about: Here's a fun surprise for you guys to read over the weekend: Patch notes for the upcoming "Fall Patch!" There's no ETA for this patch at the moment other than "fall" There are some popular requests in here that I bet will make some of you very happy. And so without further ado: Modding Addendum The DLL source code will be released with the fall patch, allowing modders to compile modified DLLs for their Civilization V mods. BUG FIXES General Mod Browser - The "Get Mods" button is now hidden if the user has disabled the steam overlay. ...
    September 29, 2012, 20:20