Workers - Improved the path-finding mechanic when building route-to roads improved, including a large performance increase when evaluating road-pathing. Workers - Priority of trading posts reduced, and rebalanced priorities on other improvements City - Cities that are Avoiding Growth will not grow while that option is selected City - City specialization and city focus improvements. Diplomacy - Fix for never ending deals (peace, research agreements, etc). Diplomacy - AI will be more reluctant to offer or accept open border agreements with more powerful opponents. Military - Corrected an issue hampering movement of AI armies, especially when in close proximity to enemy forces Military - AI will tend to build ships to deal with blockaded cities more often Military - Better handling of unit need (navy vs land, etc.). Military - Improved unit cycling logic. Military - Embarked units will no longer slow enemy land units Military - Correct promotions for "archer-like" units (horse archers, chariots). Military - Medic promotion now only provides healing bonus for adjacent units. City States - Fixed a bug where you could not gift aircraft to city states. Trade - Found and corrected a Trade problem that could cause your Resource inventory to multiply. Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game). Economy - Multiple fixes to the way trade-routes are tabulated and recognized. Economy - Increased city wealth setting to 25% Economy - Fixed bug where players could disband a single unit, and not see the economic return until disbanding 1 more. Workers - Fixed bug where number of turns to complete were incorrect in build action button tool-tip.
Workers - Added option to force workers to ignore manually made improvements (so they don't change what you decide was best for a plot). Added detailed trade route info to Economic Overview screen Allow selection of other cities by hex from within the city screen
Auto-populate save menu with save file name Details now provided on the amount of gold provided by each city, the cost of buildings in each city, etc.
Rounded out financial information in the Economic Overview screen.
Misc additional fixes to mouse controls, and other interface issues. Previously, the curser could scroll off the "open" side, and not be able to scroll the map in that direction. Fix for full-screen game when running dual monitors. Added option to disable auto-unit cycling. Selecting a great general will no longer cause yield icons to appear. Resource icons now come up with Ctrl-R again, instead of sharing the same button with Build Roads. Aircraft banner corrections - now when you rebase an aircraft, the number will move with it. Fix for production prompt that sometimes appears with newly created puppet states that could stop the player from being able to end the turn. But that does not make it any less fun to read them, right? At least a part of them, there's bound to be more stuff added before it's released in the wild. Firaxis are hard at work with the first patch for Civilization V, and while we still have no date for when they actually plan to release this thing we at least got the patch notes.