Quick Answers / 'Newbie' Questions

I don't remember how/why they're switched, but you could just take this as an opportunity to learn all the key combinations and play quicker…

EDIT: should have refreshed page! Turner beat me to it.
 
Backspace it was. Thanks for the quick reply, Turner!
Thinking back, I was renaming some units, and must have missed the Ctrl+N once...
But it would have taken some time (and frustration) until I had tried the backspace.

I don't remember how/why they're switched, but you could just take this as an opportunity to learn all the key combinations and play quicker…
I already use pretty much every key combination there is... :p
But if I didn't, I certainly should learn them. It does make it much quicker.
So even though I almost never use those buttons. it's just that they don't "belong" on that right-hand side. They're not in the way between the minimap and that other window; they are over there.
 
Hit your backspace key - I had to ask the same ? a while back
 
Ok, a couple questions about optimal city number.

I know that the FAQ talks about it, but doesn't the number actually vary with difficulty, in addition to map size? The info I found on here just had one set of numbers for each map size. I'm playing a game on a large map on Emperor difficulty. So what is my optimal city number? The FAQ lists that it's 28 for large. But it also says that you can build forbidden palace as soon as you have as many as 1/2 of the OCN of cities built. My Civilopedia tells me that I need 10 cities to build the forbidden palace. Does that mean that for my particular map size and difficulty level the OCN is 20?

Secondly, I'm a little unsure about what happens when you exceed the OCN. Is it that every city after the OCN has higher-than-normal corruption? That is, if in my example the OCN is 20, then does it mean that only the 21st, 22nd, etc. cities will experience higher corruption than they would otherwise? Or will ALL my cities get hit with higher corruption as soon as I get a 21st city??
 
The OCN is not important to me. It only concerns me in that it determines when I can build the FP. The FP is not a critical item, so I do not sweat that. Eventually I get the pop up that I can build it, great.

True it does mean additional towns will be more corrupt, but I do not care about that either as I am going to get as many towns as the map will hold, till I win the game. I still could not tell off the top of my head the OCN for a given map as it does not matter to me.
 
True it does mean additional towns will be more corrupt, ...

So just to make sure, you're saying that only the additional towns will be more corrupt, yes? It will not in any way affect the towns that I already had prior to exceeding OCN?
 
So just to make sure, you're saying that only the additional towns will be more corrupt, yes? It will not in any way affect the towns that I already had prior to exceeding OCN?

Yes, your core will remain the same AFAIK.
 
AFAIK, the core cities will become increasingly corrupt as the total number of cities rises.......But, not enough to worry about. (Viz. Having more cities is a Good Thing.) :)
 
AFAIK, the core cities will become increasingly corrupt as the total number of cities rises.......But, not enough to worry about. (Viz. Having more cities is a Good Thing.) :)

It must be a pretty small effect... I guess I have never really payed all that much attention.

I agree more cities is a good thing.
 
Ugh, why can't these things be clearly explained in the Civilopedia? Come on Mr. Meier!

Anyway, another question. Can a future resource be removed by clearing terrain? For instance, one of the places where oil can appear is in marshes. Let's say that a tile of marsh is supposed to have oil on it in the distant future when I finally get that technology. If I clear that marsh tile now to build a city, will the oil still spawn there?

Thanks for all the help!
 
Ugh, why can't these things be clearly explained in the Civilopedia? Come on Mr. Meier!

Anyway, another question. Can a future resource be removed by clearing terrain? For instance, one of the places where oil can appear is in marshes. Let's say that a tile of marsh is supposed to have oil on it in the distant future when I finally get that technology. If I clear that marsh tile now to build a city, will the oil still spawn there?

Thanks for all the help!

No, you cannot clear away future or current resources. If you clear such a marsh, it will still have oil (or a fish) there.
 
BUT you clear away the possibility of such a resource appearing there in the future IIRC.
 
BUT you clear away the possibility of such a resource appearing there in the future IIRC.

Do you mean if resource depletion occurs somewhere else, such that the resource won't reallocate to your now cleared spot? I don't know about that.

However, if you have oil on a spot say in the ancient ages, and you don't know it, and say clear the marsh, the oil will still exist there (so long as resource depletion doesn't occur). Your clearing won't remove the resource.
 
You are both right. If a resource was on a tile at gen map time, it will appear, when you know the tech. That occurs, regardless of what you do to that tile.

If you clear a marsh that did not have oil at gen map time, it will never get one later either. If it stays a marsh, a deplete oil could have reappeard on that tile as long as the marsh is still there.
 
To expand on vmxa's answer, the depletion of a resource is a random event. How random is determined by a setting you can change with the editor. A random "roll" every turn is done to see if the resource will deplete using that setting. When a map is generated, the resources are all placed, but the outcome of future random rolls to determine resource depletions could hardly be known since they had not been rolled yet. Therefore, depletions, and reappearances are determined during the game, not when the map is generated at the beginning, like the initial resource placement. If a resource does fail a roll and get depleted, then the program generates a new resource (same type) to replace it and places it using a randomly generated "roll" in a spot that has a terrain type, at the time of the depletion, in which that resource can appear in.
 
However, it's not worth it to keep a marsh just because there is a tiny chance oil might appear 100 turns down the line.
 
However, it's not worth it to keep a marsh just because there is a tiny chance oil might appear 100 turns down the line.
As long as it's outside city radius I'd leave it there, it also helps slow down enemies.
 
I think that's a point well-made (at this thread). :goodjob:........In fact, as a general rule, I can't think of much point in improving ANY tile outside one's city borders......Unless, like me, you've played a multi-month HOF Histographic game and just do it for aesthetic reasons as a celebration of being done with a long game! :crazyeye:

Happy New Year everyone. :)
 
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