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Trip
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Hunt Valley
Apr 2002 time: 00:36
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Diplomacy
No WM from MAST, send ours accepted along with 30g.
Send Feudalism to Monkey unaccepted.
City Management
Peace Pipes finishes Barracks, begins Horseman.
Sunshinia finishes Settler, starts Horseman.
Suntanland finishes Settler, begins Catapult.
Switched Las Vegas from plains to hills – same growth, more shields.
Suntanland gives flood plains to Sunshinia.
Happy Hills grows, begins working 2 Hills tiles – FP is down to 19 turns (will drop even more soon).
Settler Las Vegas I builds ‘Tanning Beach’, WF set to irrigated plains and Barracks.
Units
Worker Mr. Goodwrench (S) begins building road on HoS 2.
Worker Greenjeans (S) starts chopping forest to speed up Granary in future Palace site.
Worker Mr. Rogers (S) moves to help Greenjeans out.
Worker Mr. Peabody (S) moves onto horses tile – will road then irrigate.
Worker Hoss (N of LV) begins roading.
Worker John Henry (E) moves to final Friendship City plains – will irrigate and road.
Workers Standridge and Jeeves (N) move into HH – will mine final hills tile nearby.
Worker Andy (next to HH) joins Goodwrench and English in order to finish hill mine next turn.
Settler Las Vegas I builds Tanning Beach.
Settler Sunshinia I moves to future palace site – city built next turn.
Settler Sunshinia II begins heading south towards its destination.
Settler Suntanland I heads south for horses site.
Hoplite Dudley (N) skips turn to heal.
Horseman Mars (core) moves to Peace Pipes 7 – waiting for new camps up N.
Horseman Comet (W) fortifies – waiting for new camps.
Horseman Nova (S) fortifies to heal (2/5).
Horseman Dasher (SW) attacks camp at 2, kills it, down to 2/4, then moves 8 to safety.
Horseman Zeus attacks barb Warrior at 1, no damage, then moves 9.
Summary
5th in GNP at 166, 7th in MFG at 53 and 6th in Prod with 209.
1212 gold in the treasury, making +60 per turn – will be used to rush Granary in future Palace site, Barracks in Tanning Beach, and possibly improvements in our far northern cities.
Theology in 23 turns.
Our army is average with MAST, weak to everyone else (a few units on the queue right now though, including what will become 3 Knights).
We now have iron hooked up! (for what that’s worth)
Note that we can get dyes from Latin Lover… anyone think it might be a good idea to contact them with a deal? Getting Dyes would save us ~15 GPT from the luxury slider (when we have no cities size 6+).
Destinations for all of our Settlers
Current Sunshinia Settler I 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 new 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 II 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/Horsemen (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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