|
Trip
|
 |
Hunt Valley
Apr 2002 time: 00:36
|
|
Diplomacy
LL sends Dyes and 120g. I send back Feudalism, still unaccepted. If it's sent back accepted and no one objects, I'll accept the deal.
MAST sends WM accepted. I accept, send back our WM accepted.
Updates on tech trades with Tabemono?
City Management
Las Vegas finishes Settler, starts Hoplite.
Disneyland finishes Settler, starts Library (may change).
Pleasantville finishes Library, starts CH.
Peace Pipes finishes Horseman, starts another.
Settler Sunshinia II builds "Sirius" down south.
Settler Funky Town I builds "Rigel" down south.
(Both are names of stars in the Orion system... I'm getting lazy with coming up with hippy names, so sue me )
Sunshinia switches from hill to grasslands, speeds up growth by 1 turn, costs 0 shields.
Units
Worker Mr. Goodwrench (N) roads HH 1-1.
Workers Standridge and Jeeves (N) move to HH 8-8 - will help chop jungle along with Bunyan and Big John.
Workers Paul Bunyan and Big John (N) move to H 8.
Worker Hoss (C) begins irrigating Tanning Beach 3.
Worker John Henry (E) moves 4 to Tree Huggers 8 - will road next turn.
Worker Greenjeans (S) begins irrigating Sol 1.
Worker Mr. Peabody moves 6 and begins irrigating Carnival 3.
Worker Mr. Rogers begins roading Sol 7.
Settler Sunshinia III (W) moves 4-4 onto HSS Expedition - builds city in 4 turns (with the help of a boat).
Settler Disneyland I (C) moves to Carnival 9 - builds city in 3 turns.
Settler Las Vegas II (C) moves to Suntanland 3 - builds city in 9 turns.
Hoplite Doright (S) fortifies in Rigel.
Hoplite Davey Crockett (S) moves 3 - Will go protect Sirius.
Horseman Zeus (S) moves 8-7 - withdrawing to Sol now that Settler guard duty is done.
Horseman Dasher (SW) moves 8, attacking 2/2 barb Warrior - takes no damage - going after barb camp.
Horseman Jupiter (S) moves 4-4 to Carnival 3 - going after camp also.
Horseman Mars (N) moves 2, attacking 2/2 barb Warrior - kills it with no damage - going after camp next.
Hoplite Albert (NW) fortifies.
New Horseman from Peace Pipes named Poseidon and moved to Sunshinia 8.
Warrior Goody Hut Gary disbands in Sunshinia for extra shields... farewell. 
Warrior Wayne disbands in Sunshinia for 2 shields.
"HSS Voyager" moves 4-4-7 - going to block the entrance to our sea; spots barb Galley.
"HSS Expedition" moves 1-1 - will ferry Sunshinia III over to the peninsula, then head off to explore.
Summary
5th in GNP at 207, 6th in MFG at 70, 6th in Prod with 260.
1096 gold in the treasury, making +77 per turn. 10 Horsemen upgrades will only cost 800g (which means we can build many more ).
Theology in 15 turns.
Our army is average with MAST, weak to everyone else.
Las Vegas will become a Worker Pump from now on (once it reaches size 5 with half food box). It will use both flood plains in order to produce 2-turn Workers. Sunshinia will continue building Settlers and possibly Workers as we drain it's population for the Palace Jump.
Destinations for all of our Settlers
Settler Sunshinia III - Builds a city far to the west, 4-4-7 of Mardi Gras. Starts on CH.
Settler Disneyland I - Builds a city in the southwest, 1-4-4 of Carnival. Starts on Harbor.
Settler Las Vegas II - Builds a city in the SW, on the horses tile near the fish. Starts on CH.
Settler Suntanland II (1) - Builds a city on the western peninsula, 2-1-1-1 of Mardi Gras. Starts on CH.
Settler Sunshinia IV (3) - Builds a city
Settler Funky Town II (3) -
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. 



|