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Trip
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Hunt Valley
Apr 2002 time: 00:37
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Diplomacy
Accepted WM from MAST, send back ours accepted.
City Management
Las Vegas finishes Settler, starts Horseman. 
Suntanland switched from mined plains to irrigated plains for faster growth.
New growth in Funky Town allows it growth in 3 turns and Settler in 4 - will see if I can speed this up at all to coordinate them.
Units
Worker Big John (by HH) begins mining hills (12 turns).
Worker Charles (by HH) begins chopping forest.
Settler Las Vegas I moved 2 - moves 1 next turn, then builds ne city.
Horseman Dasher (SW) fortifies to heal - will go after barb camp to the S next turn.
Horseman Nova (S) moves 2 and finds barb camp with one 2 HP barb - will kill next turn.
Horseman Zeus (S) moves 4-7 - meandering around, waiting for new camps.
Warrior Jimmy (W) moves 1 - expanding vision as we move into the area with Settlers and Workers.
Horseman Comet (W) moves 8-7, attacking and killing 2 HP barb Warrior with no damage.
Hoplite Dudley (NW) moves onto mountain - will fortify and heal next turn.
Hoplite Bart (SE) moves 9 onto hill - protecting new perimeter.
Warrior JimBo (SE) fortifies.
Horseman Mars moves to Suntanland 8-7.
Summary
5th in GNP at 165 (an increase of 10 over last turn) and 7th in MFG at 50.
1031 big ones in the treasury, making +66 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 couple. The rest I’d like to stockpile for emergencies and a massive Horseman-to-Knight upgrade. 
Theology in 25 turns (yawn again).
Strong to MAST, weak to everyone else, including LL now.
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