Putting this information in it's own thread so that people for whom these features are important are aware before they purchase Civ5 for Mac.
For Players:
For Modders:
I've gleaned this information from this thread here and from research on the Civ5 C&C forums here on CFC. It's subject to change/correction/clarification and I will endeavour to keep this list updated. In particular, Aspyr are releasing a final FAQ this Monday which is supposed to contain details on mod compatibility. For now though the outlook is pretty bad.
By the way, the blame for this situation should be placed firmly on Firaxis. Aspyr, despite their faults in the past, seem to be doing the best they can with the tools and time that they have.
For Players:
- Simple mods should work, including all that are currently available on the in-game mod interface.
- The in-game mod interface won't be available in the first release of Civ5 but will be enabled in a patch soon after.
- Once the DLL source code is released for Windows, mods will start to become incompatible with Mac, just as with Civ4. Although no major mods exist yet, any future Civ5 equivalents of Fall from Heaven, Rise of Mankind, Revolutions, and other premier mods will not function on Civ5 for Mac.
- As a rough guideline - if it wasn't possible/compatible in Civ4 it won't be possible/compatible in Civ5.
- There is no World Builder to make your own maps and scenarios as it is not built in like it was in Civ4. There seems to be no plans at the moment to port World Builder to Mac and in fact there are significant technical difficulties in doing so (see below).
For Modders:
- Mac Civ5 is intended to have full XML and LUA (the replacement for the Python of Civ4) compatibility.
- Mac Civ5 is using static (rather then dynamic) links to the DLL, just like Civ4. This means that, once again, any mod or component that uses a custom DLL will not function on Mac, severely limiting the gameplay changes that can be made.
- The SDK (software development kit), needed to create mods beyond basic XML changes is not being ported to Mac at this time, if ever. The Windows version requires a specific Microsoft IDE (integrated developing environment) meaning a significant rewrite is required to port it.
- Without Modbuddy (part of the SDK) we cannot package mods in the format needed for installation though there might be a way around this via 7zip. We certainly will not be able to distribute any mod we make via the in-game interface.
- Without World Builder (part of the SDK) we cannot make our own maps or scenarios.
- Without Nexus (part of the SDK) we cannot convert graphics or 3D models to a format usable by Civ5. Firaxis for some reason decided to use proprietary formats for many of these. I don't know if this limits us from using graphics made on Windows in our own mods or not.
- It's theoretically possible we could use the various tools of the SDK via Bootcamp or Parallels/Fusion. However this would require a Windows installation of Civ5 as well.
I've gleaned this information from this thread here and from research on the Civ5 C&C forums here on CFC. It's subject to change/correction/clarification and I will endeavour to keep this list updated. In particular, Aspyr are releasing a final FAQ this Monday which is supposed to contain details on mod compatibility. For now though the outlook is pretty bad.
By the way, the blame for this situation should be placed firmly on Firaxis. Aspyr, despite their faults in the past, seem to be doing the best they can with the tools and time that they have.