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Trip
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Hunt Valley
Apr 2002 time: 00:34
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Diplomacy
MAST sends WM, and 4 GPT accepted. No WM for the last couple turns now. Hope there are no new camps up to no good... Anyways, I send back WM and Horses accepted.
City Management
Sunshinia and Las Vegas finish Horsemen, Suntanland our first Catapult.
Funky Town switches to 3 FPT to speed up growth.
Suntanland gives flood plains to Sunshinia, starts Settler, which Sunshinia and Las Vegas also do.
HH switches from a grass tile to another hill tile. It LOOKS like it's starving, but since we have new irrigation going up, it'll maintain a 0 food balance. Next turn we add Worker Mr. English to get the city up to size 6.
Temple rushed in Friendship City for 224g, then switched back to CH - we will start a Library here next to avoid MAST getting too much of a cultural advantage on our border.
Units
Workers Paul Bunyan and Big John begin irrigating HH 2.
Worker Hoss begins roading between Las Vegas and Tanning Beach.
Worker Little Joe moves 9 to Tanning Beach 1, will start irrigating next turn.
Worker Mr. Bean moves to Pleasantville 9, will irrigate there then move up north to start chopping jungle.
Worker Mr. Peabody begins irrigating Horses 1 of Carnival.
Settler Sunshinia II moves 2 – builds city in 4 turns.
Settler Paradise I moves 2 – builds city next turn.
Settler Funky Town I moves 2 – builds city in 3 turns.
Settler Friendship City I moves 2 – builds city in 2 turns.
Barbs in the south are being tricky… interesting configuration of defenders to try and avoid any problems…
Hoplite Doright (S) moves 1 - protecting Settler Funky Town I from barbs.
Hoplite Davey Crockett (S) moves 4, joining Doright - he's going to blast through that barb camp in our way.
Hoplite Barry (S) moves 6-3 to Sol 7 – Protecting Sol and the Workers.
Horseman Dasher (SW) moves 4-7 - kills barb Warrior with no loss, will attack camp next turn.
Horseman Zeus (S) moves 7-7 – will protect Sunshinia II on its way.
New Horseman in Sunshinia (named Jupiter) moves to Funky Town 3 - will assist in the south for a while until all barbs are dealt with.
New Horsemen in Las Vegas (named Artemis) moves to Sunshinia 1 and fortifies.
New Catapult in Suntanland (named Hammer) moves to Sunshinia 1.
Warrior Sonny (Funky Town) moves to Carnival.
Hoplite Albert (Paradise) moves 7.
Warrior Timmy (Sunshinia) moves to HH.
Warrior Charles (Suntanland) sent on Goto to Friendly Alligators.
Warrior Bob (Las Vegas) sent on Goto to Friendship City.
Warrior Wayne (Las Vegas) sent on Goto to the city site between FC and HoS.
Hoplite Dudley (N) moves 2 into Peace Pipes.
Horseman Mars (N) skips turn – waiting for new camps up N.
Warrior Cheech (N) fortifies.
Warrior Goody Hut Gary (NW) moves 3 – clearing up more fog.
Horseman Comet (W) moves 3 and fortifies – waiting for new camps in the W.
Summary
5th in GNP at 192, 6th in MFG at 67 and 6th in Prod with 241.
1124 gold in the treasury, making +70 per turn - will be used to rush Granary in Sol and possibly improvements in our far northern cities. 9 Horsemen upgrades will only cost 720g (which means we can build many more ).
Theology in 19 turns.
Our army is average with MAST, weak to everyone else.
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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