Prehistory

AA-battery said:
Yeah, I like the tent idea. Symbolizes nomadic movements.

lol I like the Mastercard thing. What is CFC anyway? I keep seeing that.
 
Tomoyo said:
CFC = Chlorofluorocarbon. :D
That's ClFC :rolleyes:
jeremylinge said:
Do you not need something to spin to create electricity?
Not if you do it chemicaly, but that's a whole other thread...
AA-battery said:
At the beginning of the game in the ancient era, you may not even know the wheel but yet you may search and find luxuries. To me this makes no sense. In the prehistoric era there should be techs that allow to have these luxuries on the map.
I'm liking this. Allowing new luxuries to emmerge over time (And older ones to be come obsolete) would realy help to add some flavor and diversity to the game by allowing a sudden shift in economic power to occur as it has in the past with changes in supply and demand.
 
No. CFC is the *correct* abbreviation for Chlorofluorocarbon, because it's not a chemical formula, but rather a type of pollutant. :nono:
 
Tomoyo said:
No. CFC is the *correct* abbreviation for Chlorofluorocarbon, because it's not a chemical formula, but rather a type of pollutant. :nono:
And yet, is it not a molecule composed of Chlorine (Cl) Flourine (F) and Carbon (C), and hence equally worthy of being called by those symbols as any other? ;)
AA-Battery said:
Aw, you guys, stop trying to confuse the newbie! :sad:
But It's so fun! :lol: :evil: :mischief:
 
CFC does not refer to a molecule. It refers to a type of molecule that is primarily composed of Cl, F, and C. Besides, you don't hear much about ClFCs burning up the ozone layer, do you?
 
Tomoyo said:
CFC does not refer to a molecule. It refers to a type of molecule that is primarily composed of Cl, F, and C. Besides, you don't hear much about ClFCs burning up the ozone layer, do you?
Nor do I hear many people complaining about the price of a solution of C8H20 and SO2, just this "Gasoline" substance. It's just a name....

(Oh, if you havn't figured out yet: I just do this to annoy you because I know it will. The sooner you stop reacting the sooner I loose interest and go do something else.)
 
Let's at least be on topic with our arguing. :rolleyes:

Back to pre-history-> with regards to the nomadic "cities," they should operate as a small town (Size limit of say, 2 or 3) with the ability to back up and move at any time, at the cost of it's productivity. All stored shields would be lost, and the citizens would still be living off of the stored food. (Hence shrinking your city if you spend too long on the road) You would be able to move the city about untill you develop some kind of "Permanent settlement" or "Agriculture" technology, which cements the city in it's current place and allows production of settlers.
 
The lost production thing could be easily worked around, as you could plan that if you were foresightful enough.
 
Yes, but you'll be left with a decision of:
"Would I be better off finishing this Warrior that's almost done, then moving, or moving to a spot with higher production and starting from scratch? Will I be able to support this warrior if I move the villiage? Should I move this to get it a better location, even if it will cause more overlap in the future?"
There's little difference between that and most of the city placement decisions that we face right now.
 
Pathetic details...

Anyway, how often are you going to need to make that decision? :p

Ugh, I'm trying to type this with six fingers.
 
Ugh, I'm trying to type this with six fingers.
What are you doing with the other four? :nono:
Pathetic details...
But this game is all about details, weather or not you indulge in them is up to you, but I'm certain 9/10 of micromanagers will agree that these issues will come up.
Anyway, how often are you going to need to make that decision? :p
You never know. Could be all the time, could be never. It all depends on what the random map generator throws at you. (And why do you always use the ":p" Smilie? Such a rude child... :shakehead)
 
They're sticky from eating a pizza. (Still eating)

Yeah, sure all we need is more micromanagement... Not sarcastic.

And, I like the :p smilie. It fits many situations. :D
 
AA-battery said:
CFC = Civilization Fanatics Center. It is the very site you are posting on right now! :goodjob:

Ah, I thought it was just Civ Fanatics so: CF.

A big collective Duh! for me everyone. :crazyeye:
 
Tomoyo said:
They're sticky from eating a pizza. (Still eating)
Sure you are... :mischief: :Joke:
Yeah, sure all we need is more micromanagement... Not sarcastic.
No sarcasm? Then we're in agreement. On to the next topic!
And, I like the :p smilie. It fits many situations. :D
What about :king: King me! :nya: Taunting, :hammer: and smashy? Have you no love for these poor, unused smilies? :(
 
Yuri2356 said:
Let's at least be on topic with our arguing. :rolleyes:

Back to pre-history-> with regards to the nomadic "cities," they should operate as a small town (Size limit of say, 2 or 3) with the ability to back up and move at any time, at the cost of it's productivity. All stored shields would be lost, and the citizens would still be living off of the stored food. (Hence shrinking your city if you spend too long on the road) You would be able to move the city about untill you develop some kind of "Permanent settlement" or "Agriculture" technology, which cements the city in it's current place and allows production of settlers.

A city of 2 or 3 is a city of 30,000 - 60,000 (If they calculate the population like they did in Civ1) In prehistory no such thing would be happening.
 
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