Jon Shafer (Lead Designer) meldete sich im Civilization V-Forum zu Wort und versprach einige Verbesserungen für das Strategiespiel, die in nächster Zeit veröffentlicht werden. So soll das Benutzer-Interface verändert werden, damit bestimmte Informationen besser zugänglich und klarer werden. Konkrete Details nannte er hierzu allerdings nicht, sagte aber, dass diese Interface-Verbesserungen mit dem nächsten großen Patch in wenigen Wochen realisiert werden. Außerdem soll noch in diesem Jahr das Diplomatiesystem eine große Überarbeitung spendiert bekommen und an der Computerintelligenz wollen die Entwickler ohnehin schrauben.
Last but not least dankt er allen Käufern für die Unterstützung und sagt, dass das Spiel nicht "perfekt" sei, aber eine mehr als gute Grundlage darstellen würde. Das Spiel soll also von Zeit zu Zeit immer besser werden. Jon Shafer selbst möchte solange an Civ V weiterarbeiten, wie es ihm möglich ist.
Update: 20:15 Uhr
Der Community-Manager von 2K Games hat außerdem im Forum verraten, an welchen Verbesserungen die Entwickler im Augenblick arbeiten. Während Features wie Hotseat oder Pitboss für spätere Updates geplant sind, sollen folgende Veränderungen mit dem nächsten großen Patch vorgenommen werden.
Keep in mind that these are just the first batch of changes that will go in to the first major patch. We're planning more improvements (such as the much-asked-for Hotseat and Pitboss) that will be coming in a later patch.
-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.
There are several things which we are looking at improving with Civ 5. Most of my time since getting back has been spent working on the interface, particularly with making more information accessible. These changes will go out with the next big update in a few weeks. The plan is also to make major revisions to the diplomacy system, and while I can't talk about the details yet, I think you all will find them an improvement. That will be added with an update later this year. Also included will be a number of AI upgrades.
Thanks to all who have purchased the game - the plan is definitely to continue improving the experience for everyone playing. The game isn't perfect, but we feel good about the foundation laid so far, and expect Civ 5 will stand up with every other game out there and continue to get better over time. I can ensure that I'll be working on Civ 5 as long as I'm able to.