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Trip
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Hunt Valley
Apr 2002 time: 00:36
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A new millenium! 
Diplomacy
Feudalism to Monkey unaccepted still on the table. Sent back.
Accepted WM from MAST, sent ours back accepted.
City Management
Settler down south builds “Sol”, our future Palace site. WF set to game tile, begins Granary.
Paradise finishes Settler, begins Galley.
Tanning Beach rushes Barracks for 152g (chump change with a treasury of 1300+). This will help get the city building military stuff sooner.
Funky Town got 1 too many wasted shields and came up 1 short on the Settler. WF switched to maximize growth.
Units
Worker Paul Bunyan (N) joins Big John in mining a HH hill.
Workers Standridge and Jeeves (N) move to mine-road the final HH hill.
Worker Mr. Bean (E) roads already irrigated plains tile by Pleasantville.
Worker John Henry (SE) begins irrigating plains.
Worker Little Joe (center S) roads already irrigated plains – will road to Tanning Beach next.
Worker Mr. Peabody (SW) begins roading horses.
Worker Mr. Rogers (S) helps Greenjeans in chopping the game forest next to Sol.
Settler Sunshinia I builds Sol.
Settler Sunshinia II continues heading south towards its destination.
Settler Suntanland I moves into horses site – builds next turn.
Settler Paradise I moves 7 – heading for site.
Hoplite Dudley (N) skips turn to heal.
Horseman Mars (N) skips turn – waiting for new camps up N.
Horseman Comet (W) moves 2-1 – heading for new camp; runs into a 2/2 Warrior 1 of him.
Horseman Dasher (SW) fortifies to heal.
Horseman Zeus moves 7-7 – need to get to that new camp ASAP.
Summary
5th in GNP at 177, 6th in MFG at 57 and 6th in Prod with 225.
1090 gold in the treasury, making +68 per turn – will be used to rush Granary in future Palace site and possibly improvements in our far northern cities.
Theology in 22 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).
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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