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Trip
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Hunt Valley
Apr 2002 time: 00:35
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Diplomacy
LL sends Dyes and 120g accepted for our Feudalism. I accept.
MAST sends WM accepted. I accept, send back our WM accepted.
City Management
Suntanland finishes Settler, begins Library.
Friendship City finishes CH, starts Library.
Funky Town switches from mined plains to irrigated plains - speeds up growth.
Sunshinia gives flood plains to Las Vegas.
6 shields rushed in Tanning beach for 24g.
Hoplite rushed in Las Vegas for 60g. Las Vegas will become a 2-turn Worker pump as of next turn so we need to finish this guy up.
Sold Barracks in Sunshinia for 5g.
Note that 3 Worker Pumps are being set up: one in Paradise, the second in Las Vegas, and the third in Funky Town. I will likely add more as time goes on as we need a bunch of Workers now that we have so many new cities and so much to do.
Units
Worker Andy (N) roads HH 1-1.
Worker Charles (N) begins irrigating Suntanland 8-7.
Worker Jack Handy (N) moves 4.
Worker Mr. Bean (NE) begins roading.
Workers Standridge and Jeeves moves to Peace Pipes 7.
Workers Paul Bunyan and Big John move to Peace Pipes.
Worker Little Joe (C) begins roading Tanning Beach 1.
Worker John Henry (E) begins irrigating Tree Huggers 8.
Settler Disneyland I (SW) moves to Carnival 1-4 - builds city in 2 turns.
Settler Sunshinia III (W) moves 4 off of HSS Expedition - builds city in 3 turns.
Settler Las Vegas II (C) moves to Funkytown 3 - builds city in 8 turns.
Settler Suntanland II (C) moves 1-1-1 to Funky Town 7 - builds city in 3 turns with the help of HSS Voyager.
Hoplite Davey Crockett (S) moves 3 into Sirius.
Horseman Zeus (S) moves 7 - withdrawing to Sol now that Settler guard duty is done.
Horseman Jupiter (SW) moves 4-4-4 to Carnival 1-4-4 - going after camp also.
Horseman Dasher (SW) moves 2 - moving away to heal and go after new camps in the west.
Horseman Nova (far S) moves 3-6 - heading for new barb camp.
Horseman Mars (N) moves 4 - going after camp.
Horseman Poseidon moves to Sunshinia 3 and fortifies.
"HSS Voyager" moves 3-6-6 - going to ferry Suntanland II over to the peninsula.
"HSS Expedition" moves 3 - will ferry units over to the peninsula.
Summary
5th in GNP at 2012, 5th in MFG at 73, 6th in Prod with 266.
1218 gold in the treasury, making +78 per turn. 10 Horsemen upgrades will only cost 800g (which means we can build many more ).
Theology in 14 turns.
Our army is average with MAST, weak to everyone else.
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. 
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