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Trip
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Hunt Valley
Apr 2002 time: 00:36
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Diplomacy
Accepted 200g from Monkey. Sent back Engineering accepted.
Accepted WM from MAST, send back ours accepted.
City Management
Sunshinia gives a flood plains to Suntanland this turn in order to let it grow. Next turn it’ll give the flood plains back so that Sunshinia grows also.
House of Style switched to furs plains tile – irrigation finishes this coming turn, so we won’t lose any growth.
Units
Worker Little Joe (S) begins irrigating.
Unnamed Worker (E, named him Mr. Bean) begins irrigating.
Workers English and Goodwrench (N core) begin mining hill for Happy Hills – 6 turns.
Worker Charles (NW core) moves to forest between Paradise and Happy Hills – will chop it in order to give another grass tile (that can be irrigated) to Happy Hills for our FP project.
Workers Standridge and Jeeves (N) begin roading iron tile. We’ll have iron in 2 turns. 
Elite Hoplite Dudley (N) goes after barb camp, killing it and losing 1 HP (down to 3/5).
Horseman Comet (W) moves 6-6 in order to clear up fog for more camps.
Horseman Dasher (SW) moves 4-4 to his permanent stationing point to watch for camps in the far west. Will heal next turn.
Hoplite Barry (SW) fortifies; protecting Workers as they move outwards.
Horseman Mars (S) moves 7-8 onto our road network. From there he’ll head for Paradise and then either N or W.
Horseman Apollo (SE) fortifies; waiting for new camps in the area.
Horseman Zeus (S) moves 3-6; waiting for new camps in the area. Finds a MAST Jag. Didn’t know he was there. 
Horseman Nova (S) moves 1-2; heading for camp just south of him.
Warrior Jimmy (NW) moves 4; protecting what will soon be cities.
Hoplite Bart (SE) moves 9; stationing between HoS and our new city going up in the area.
Summary
5th in GNP at 155 and 7th in MFG at 51. Over time this will improve drastically (but it will take work).
971 big ones in the treasury, making +60 per turn. 480 of this will be used to upgrade our current force of Horsemen to Knights. I want to use about ~250 more to rush a Granary in our future Palace city (in order to get its size up ASAP). Additionally, some of it can also be used to rush a Barracks in our new military camp city going up in a few turns. The rest I’d like to stockpile for emergencies and a massive Horseman-to-Knight upgrade. 
Theology in 26 turns (yawn).
Strong to MAST, average with LL, weak to everyone else (as always).
Destinations for all of our Settlers
Figure I should outline this for everyone. 
Current Sunshinia Settler is heading for future Palace site, next to the game in the south. A Worker will chop the forest to help speed up a Granary in the city, and the rest of the shields will be rushed.
Settler that finishes in Las Vegas will build a city 2-1 from it, and will be used as a military camp (rushing a Barracks and then beginning military units). Workers will be needed to get some more irrigation up for it to use.
Friendship City Settler will be used to build a city between it and HoS, to fill in the gap in our border with MAST. I’m undecided about whether to put it on a plains tile or on a hill tile as of yet. The problem with the hill tile is that it leaves fewer food tiles for the city to work, ultimately limiting its growth quite a bit. Additionally, if placed on plains it fits well into a RCP scheme which will reduce corruption for all cities at its distance. Because of that I’m leaning towards the plains site. City starts on CH once built.
Paradise Settler will be used for a city just across the lake on the peninsula to our west (1-1-1 of Paradise). After the Settler the city will build a Galley (the beginnings of our mighty navy!). The city will probably start on a CH right off the bat.
Suntanland Settler goes to our 2nd Horses site down south, next to our future Palace site. Will begin Market or Library.
Funky Town Settler will build a city down south 6-9 of the fish tile. Starts on Market/Library.
Sunshinia Settler 2 will build a city down south in between the Horses tile and the spices tile. Starts on Market/Library.
After this round of Settlers, our Granary cities will focus on Catapults/Galleys/Hoplites (depending on whether they’re on the coast and whether they have Barracks), recharging population. After that the cities will do a mix of Workers and Settlers again, then back to units. One final round of Settlers should finish off our major expansion phase. Then we will begin our real military buildup, cutting (or trading away) our iron and focusing on Horsemen as we approach the Palace jump date.
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