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Trip
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Hunt Valley
Apr 2002 time: 00:35
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Diplomacy
MAST sends... nothing... again. I decide to be nice this time and send back WM accepted anyways.
City Management
House of Style finishes Library, begins Market (may change).
Sol finishes Granary, starts Library.
Tanning Beach switches from Hoplite to Horseman.
New city "Tree Huggers" built to the SE, WF set to lake.
Funky Town switches from irrigated plains to mined plains. This will net us 1 extra gold.
HH switched to final hill in the area, looks like it's starving again but new irrigation will prevent that.
Sunshinia gives flood plains to Las Vegas for this turn - speeds up Settler in Sunshinia.
Rushed Library in Friendly Alligators for 92g, will start CH next, will most likely be rushed.
Rushed Library in Rainbow Connection for 72g, will start CH next, will most likely be rushed.
Units
Worker Mr. Rogers (S) helps Greanjeans finish irrigation 7 of Sol. With this completed next turn, Sol will have 5 FPT and a Granary, meaning 2-turn growth until it reaches size 7, which will take place in approximately 10 turns.
Worker Mr. Goodwrench (S) moves 4 to Sol 6 - need to chop the forests in the area in order to give Sol enough tiles to grow.
Worker Andy (Core) chops forest, finishing it this turn - 10s to Paradise, finishing the Galley.
Workers Standridge and Jeeves (Core) road hill tile 1 of HH, finishes at the start of next turn.
Workers Paul Bunyan and Big John (Core) move 6 and irrigate 8 of Sunshinia. Pulling the same trick
Settler Sunshinia II moves 2 - builds city in 2 turns.
Settler Funky Town I moves 2 - builds city in 2 turns.
Hoplite Doright (S) moves 2 along with Funky Town I.
Hoplite Davey Crockett (S) moves 3 - Will go protect Sunshinia II.
Horseman Zeus (S) moves 8 and fortifies on Sunshinia II.
Horseman Jupiter (S) moves 3 into Sol - southern protection.
Horseman Dasher (SW) moves 3-6 - clearing away to make room for new camps.
Catapult Hammer fortifies 1 of Sunshinia.
Horseman Mars (N) moves 4 - looking for new camp.
Hoplite Albert (NW) moves 8 onto mountain - looking for new camp.
Warrior Jimmy (NW) moves 7 onto mountain - looking for new camp.
A crapload of Warriors were sent on auto-move to Sunshinia. They'll disband there for shields to help build more Workers/Settlers and shrink Sunshinia for our Palace Jump which will probably come in 12-15 turns.
Warrior Timmy disbands in Sunshinia, speeding Settler up by 1 turn. 
Summary
5th in GNP at 205, jumped from 6th to 4th in MFG at 72 and remained 6th in Prod with 256. 
977 gold in the treasury, making +82 per turn - will possibly be used to rush improvements in our far northern cities. 9 Horsemen upgrades will only cost 720g (which means we can build many more ).
Theology in 17 turns.
Our army is average with MAST, weak to everyone else.
Already we're jumping up in demographics, and we're still in the expansion phase. Just wait until I really get our economy cooking... 
Destinations for all of our Settlers
Settler Funky Town - Builds a city down south 6-9 of the fish tile. Starts on Market/Library.
Settler Sunshinia II - Builds a city down south in between the Horses tile and the spices tile. Starts on Market/Library.
Settler Sunshinia III (1) - Builds a city far to the west, 4-4-7 of Mardi Gras. Starts on CH.
Settler Disneyland I (2) - Builds a city in the southwest, 1-4-4 of Carnival. Starts on Harbor.
Settler Suntanland II (3) - Builds a city on the western peninsula, 2-1-1-1 of Mardi Gras. Starts on CH.
Settler Las Vegas II (3) - Builds a city in the SW, on the horses tile near the fish. Starts on CH.
Some of our cities will continue to produce Settlers to fill up more of the land. Cities with slower growth will focus on military units temporarily in order to protect all of the land we have amassed. Some of our cities are beginning on infrastructure builds, mainly cities in the south which will be near the new core and don't need to work on CHs. HH in the north will work on an Aquaduct after it finishes the FP. Beyond that, Library and Market and then possibly some wonders. 
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