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Trip
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Hunt Valley
Apr 2002 time: 00:34
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Diplomacy
MAST sends WM, T(erritory)M and Chivalry accepted. I clear this, and send back WM accepted – if we accept Chivalry all of our Horse builds will become Knights, which we really don’t want right now. I already explained this to Bongo in chat.
Bongo asked again about Horses, I told him to contact you Togas. We hooked up another source this turn, maybe the two of you can hammer out a deal? I’m sure they’ll be quite anxious to start building Knight upgrades.
City Management
Friendship City finishes Settler, starts Courthouse. Will probably rush this… FC will be rather far away from both the Palace and the FP after our Palace jump, and will need some help with corruption.
Switch Funky Town from Settler to Galley – we can afford to switch here in order to get some more growth and more gold. If FT gets too big we can build a Worker after the Galley, and then another Settler (no fresh water, unfortunately).
House of Style and Friendly Alligators switched to Libraries – just trying to get culture in these cities anyways.
Sunshinia WF switched to finish Horseman in one turn. Costs food, but we can make up for it.
Las Vegas switched from plains to hill – growth in the same amount of time, extra gold.
Scientist switched from Friendly Alligators over to Rainbow Connection.
Units
Workers Andy and Goodwrench help mine HH hill 1.
Worker Jack Handy (NE) begins roading hill tile 4 of Rainbow Connection.
Worker Hoss (8 of Las Vegas) moves to Las Vegas 2 – will build a road between this city and Tanning Beach.
Settler Sunshinia II moves 2 – builds city in 5 turns.
Settler Paradise I moves 2 – builds city in 2 turns.
Settler Funky Town I moves 2 – builds city in 3-4 turns.
Settler Friendship City I moves 4 – builds city in 3 turns.
Barbs in the south are being tricky… interesting configuration of defenders to try and avoid any problems…
Hoplite Doright (S) moves 1 - protecting Funky Town I and Sol from barbs.
Hoplite Dudley (N) moves 3 – going to protect our northern cities and leave the barb hunting to Mars.
Hoplite Davey Crockett (S) moves 7 – blocking barb, will protect Sunshinia II.
Hoplite Barry (S) moves 9 onto road net – have to get back to Sol.
Horseman Mars (N) skips turn – waiting for new camps up N.
Warrior Cheech (N) moves 3 – clearing up fog for new camps in the N.
Warrior Goody Hut Gary (NW) moves 3 – clearing up more fog.
Horseman Comet (W) moves 6-8 – attacks 2/2 barb Warrior; kills it with no loss.
Horseman Zeus (S) moves 7 – need to get to that new camp ASAP.
Horseman Dasher (SW) moves 8-7 – going after new camp.
Horseman Nova (S) fortifies – waiting for camps in the S.
Summary
5th in GNP at 181, 6th in MFG at 63 and 6th in Prod with 230.
1282 gold in the treasury, making +66 per turn – will be used to rush Granary in future Palace site and possibly improvements in our far northern cities. 9 Horsemen upgrades will cost 720g (which means we can build many more ).
Theology in 20 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.
Screenshots later, my laptop is about to run out of batteries. 
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