Bemötandet av #Sid Meier's Civilization V är rätt blandat där ute. Vi tyckte att det förtjänade 4 av 5 graalar medan vissa av er tycker att det är för simpelt, alldeles för dålig artificiell intelligens eller liknande. För några dagar sedan skrev #2K GAmesspelets forum och innehållet var inte vad som helst. Det är planerade kommande uppdateringar till titeln och det innefattar allt ifrån AI-förbättringar och gränssnittsförändringar till allmänna buggfixar.

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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.
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
Added new tab to the Economic Overview Screen: "Resources & Happiness." (new 10/14)
Added option to activate the mp score list in single player (for “always up” score similar to Civ IV.) (new 10/14)
The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with each action. (new 10/14)

MODDING
Category list now displays correctly
“Installed” panel now displays ALL versions of a mod but prevents the user from enabling multiple versions. (new 10/14)

GAMEPLAY
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

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. (new 10/14)
City - Add a Puppet city strategy that turns off training buildings and emphasizes gold. (new 10/14)

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.
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.
Taller than wide map crash fix. (new 10/14)

Det är alltså en preliminär uppdateringslista och själva uppdaterandet kan ske så snart som tidigt nästa vecka.

Kanske.

Huruvida uppdateringarna är nog för att tackla den negativa kritiken är upp till er att bedöma.