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-Jrabbit
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of the Electronic Egyptians
Feb 2002 time: 23:28
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Stardate 3714.61, Science Officer's Log:
Actually, the year is 1300, and here's the latest lazy log...
--We're reseaching nicely and have a sweet (500+ GP) treasury. Several triremes afield, but mostly empty. 
--Examination of our cities shows three which are not using auto-advisor functions. Antlergrad (with no food or shield surplus). Slowville and Lafayette are busy finishing camels, to be completed in 1320). Since any unit build would create a shield/food deficit in Antlergrad, we turn on the Domestic Helper, which starts on a marketplace.
--We also learn that, if we move the sliders to 10-70-20, Oldetown can celebrate (if they hire a 2nd Elvis). Likewise, Tatooine and Slowville will grow. So moved.
--Our hometown of Warrenville is pathetic, size 3 with net of only one food, one shield per turn.
--Press ENTER.
1320
--Doldrums is building the GL, but that's not available. Switch to Shake's and hope something better comes along.
--Lafayette builds camel. Decide to send demanded Salt to Oldetown. Both advisors want to builid settler next, so "Both" automation selected.
--Slowville builds camel (Beads, many possible destinations). Advisor set to domestic, starts Marketplace.
--Find 2 exposed food camels sleeping in the cold, harsh elements outside Oldetown. They are awakened and a "Go2 Doldrums" order is issued.
--Add an increment or two in Warrenville and Oldetown. Well, maybe a bit more than that...
1340
--American emissary brags of Engineering. We can only gape in awe.
--Americans and Japanese start King Richard's Crusade.
--Pop = 1.14 MM
--Diplomat finds Edo, Japanese settler. We chat. They demand Medicine. We decline, but are offered cease-fire and peace anyway.
--Mystified, we attempt trade and get Seafaring for Medicine. Others offered -- astronomy, Bridge Building, Construction (maybe shoulda), Iron Working, Math, Warrior Code. Further trade declined, but we are offered Astronomy for the "modest" cost of 200 GP. We tell them it's not in the stars. 
1360
--Antlergrad auto-advisor switches to Harbor.
--Increments? Of course. It is hoped that Warrenville's Hides is a repeating commodity...
1380
--Straycoco celebrates. Ant's Nest builds granary, starts harbor.
--We discover Monotheism and begin on Construction.
--Oldetown reaches size 8, where it is capped for now.
1400
--Resource allocation now 10-40-50.
--Two food caravans contributed toward WoW. (Now building Mike's Chapel).
--Tatooine complete courthouse, starts library.
1420
--Tatooine, Slowville, Warrenville celebrate WLTConsulD. 
1440
--Toofaraway completes granary, starts courthouse.
--Delendapolis completes marketplace, starts courthouse.
--Straycoco stops celebrating at size 5.
--Diplomatic mission to Americans establishes embassy, steals Warrior Code tech.
DIPLOMATIC REPORT --AMERICANS
Republic of 13 cities, at war with the Aztecs, at peace with Japanese. Techs we may wish to acquire from them: Astronomy, Bridge Building, Engineering, Iron working, and Mathematics.
1460
--Rumor of a "Greek" civ, reportedly starting work on KRC.
--Delendapolis Loves The Consul!!
--Tatooine no longer loves, but is now size 6. 
1480
--Lafayette builds Settler, starts Phalanx.
--Slowville beads reach Antlergrad, paying 116 GP (+1 route).
1500
--Rate moved to 20-60-20.
--Barbs crusaders land near Straycoco. THIS ONE COULD HURT!!
--Wandering dip finds Kagoshima (6), hopes to join up with empty trireme from east side of Japan-America continent.
--Northern exploration team finds Indian emissary.
DIPLOMATIC REPORT -- INDIANS
They appear to be the Pathetic civ. We trade (something) for Iron Working, which is all they have that we need or want. We dicide that gifts are in order. Trade brings us peace, Seafaring makes them receptive. It takes Monarchy and Masonry to get them to Worshipful. We trade maps. Because we refuse to declare war on the Greeks, our offer of an alliance is rudely declined.
Notes to Successor
--We're only about 50 shields from Mike's Chapel.
--Several boats and camels on the board. Salt was walking to Oldetown (demanded). Hides going to meet northern trireme for ride to India, which has at least 3 demanding cities.
--Both southern boats are heading to American continent (one with hides, one with beads and dye).
General Notes -- We need a list of who owns which cities, so the consul du jour knows which ones he can/should play with. (It appears we did not try to develop a SSC. Is that correct?)
Once my city (Warrenville) has built its Marketplace, I would like to see it be used as a Hides factory. I'm afraid the advisors won't permit that. Any way around this?
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Vlad Antlerkov
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Do you have Matt Stairs in your house?
Mar 1999 time: 23:28
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(Inherited) 1500 AD-- Bloody hell. The barbs are blocking the road from Straycoco to Ant's Nest. (There goes that plan.) 
-- Governors in all cities except Toofaraway and Delendapolis switched to "Military Advisor" (as opposed to "Both").
-- Harbor rushed in Antlergrad.
-- Production in Oldetown switched to Crusader.
I hit "End Turn." Here goes nothing... 
(1) 1510 AD-- Phalanx in Straycoco dies and... the barb Crusaders walk away from it. And toward our other cities. Moved our horsie out of Ant's Nest to attack the nearby Crusader. Killed it, promoted to vet.
Try roading a river tile near Warrenville. What's that? We don't have Bridge Building? :\ Ye gods, this tech pace is too slow, it's disorienting. It's like a Chieftain game in Civ III 
Interturn-- Straycoco taken, 5 gold plundered.
(2) 1520 AD-- Civil disorder in Ant's Nest from moving the horse. Oops. 'Nother crusader between Ant's Nest and Tatooine mopped up. Construction discovered, Feudalism ETA 9 turns.
(3) 1530 AD-- Exploring.
(4) 1540 AD-- Lone crusader defending Straycoco beaten. Clicking on Chicago reveals that the American government has been overthrown. Hides caravan delivered to Chicago, 168 gold.
(5) 1550 AD-- Doldrums, Slowville in disorder. Elvii hired. Straycoco retaken! The Granary in Straycoco built just before it fell is still there. Dyes delivered to Chicago, 72 gold (demands must have changed interturn. #*$%).
--Embassy established with Japan. Japanese city list: Kyoto, Osaka, Edo, Satsuma, Kagoshima, Nagoya, Nara, Izumo, and... San Francisco.
(6) 1560 AD-- Exploring.
(7) 1570 AD-- Gems caravan built in Oldetown. Feudalism discovered.
About this time, I notice Jrabbit's notice that the hides caravan was supposed to meet up with the northern trireme, and the salt caravan to Oldetown. Of course, I've already moved the hides down to Oldetown, and the salts had just boarded a ship to America. Trireme ordered up in Oldetown (an Indian city has demand for Gems, might as well ship that up there with the hides). Salt caravan moved off ship.
(8) 1580 AD-- Sick of waiting, I rush Mike's (it was only 3 turns from completion, anyway; just cost us 50 gold).
(9) 1590 AD-- Mike's completed. Governor now having Doldrums build an Aqueduct. Salts arrive in Oldetown 80 years after they were supposed to. +100 gold.
(10) 1600 AD-- Copper dropped off in Chicago. 160 gold.
Well, I've done a good number of things that the AI would have done. 
On checking the 1600 AD save again, Oldetown is in the Top 5 Cities list. Yay! 
Attachment: ru_a1600.sav
This has been downloaded 3 time(s).
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Old n Slow
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Vienna, VA
Jun 2002 time: 00:28
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1600 (0) We're a bit behind the power curve here. Not too many cities, and the ones that we have could use some help.
(Germans and Americans declare war on one another.)
1610 (1) Slowville builds the market (with a little cash help) Move some citizens. Pop = 2M
(Japanese discover banking)
1620 (2) Straycoco starts WLtCD Americans (6 Arrows) want 300 for a cease -fire -- we'll risk the continuance.)
1630 (3) Discover Math -- opt for Eng over Astro, BB, Chiv, Theo, Uni. WLtCD in Slowville
1640 (4) Oldetown completes a Camel of Wine. Buy market in Warrenville. Oldetown gems (d) to Chicago = 300g.
(Greeks complete Magellan)
1650 (5) Found Middleboro & Hobbitown (maybe more cities will help us out -- and maybe fewer gaps will invite fewer barbs?)
(Americans start Shakes; Japanese dev. Invention)
1660 (6) Hut in the far north has a None Cruc. Found S Pole. Tatooine builds city walls.
1670 (7) Slowville makes a Gold Camel -- plan is to sell it in America (along with the Wine Camel) Discover Engineering, opt for Sanitation over Astro, Bank, Chiv, Inv.
(Americans dev San -- Japanese & Americans swap San & Inv. Japanese nearly complete Shake's.)
1680 (8) Ant's Nest completes Harbor. The Warrenville chariot in the far North, pops a hut full of barbs. Warrenville Hides (d) to New York = 368g. Toofaraway builds a Cruc. We check again with the Americans -- now they only want 250 for a cease-fire.
Notes: Speaking of the Americans, they have 5 techs that we don't (funny how the Japanese have the same five techs...) & I think that we have 1 that they are missing -- maybe a call for dips soon.
It looks like Japan will complete Shakes next turn. Oldetown has a food caravan & 40 shields towards another; 600g avail, means we're about 400g short -- so the sale of granaries, etc. for this wonder is up to the next player.
Slowville RB'd the last row of shields for a food caravan (it won't make it to Oldetown for a Shake wonder, however) so the next player might be kind enough to hit the advisor toggle for me.
Well, we moved up in pop from 6th to 5th. I think that we're 3rd in science, and the Americans are ahead of us in too many ways. The challenge is on!
Attachment: lazy_1680.zip
This has been downloaded 3 time(s).
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