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Trip
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Hunt Valley
Apr 2002 time: 00:23
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Diplomacy
LL sends 400g. We have, uh... nothing to offer? I exit...
It seems, uh, that we don't have Invention. Am I the only one who sees a problem here? 
LL can offer spices. Perhaps we should request these instead of from Tabemono.
MAST sends WM accepted. I accept, send back our WM accepted.
City Management
Las Vegas finishes Hoplite, starts Worker.
Sunshinia finishes Settler, starts Catapult.
Rainbow Connection begins using all WF.
HH WF changed to 8 SPT and 1 Scientist. He takes the place of the RC scientist (for the time being) and allows us to turn the lux slider down to 0% this turn.
Sunshinia WF changed to slow growth for more shields. Palace Jump comes in 7-8 turns, so we'll want to disband this guy in the near future. We'll build a Catapult (possibly rushing), then a Worker, then finally a Settler to disband the city and then rebuild it 1 tile to the NE.
8 shields rushed in Paradise for 32g. Speeds up Galley by a few turns and helps Paradise get started on Workers sooner.
Granary sold in Sunshinia for 7g.
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.
Future rushes:
Catapult in Sunshinia
Library in Friendship City, Sol, possibly in Disneyland, Rigel and Sirius
Courthouses in Pleasantville, eventually Friendly Alligators and Rainbow Connection
Units
Workers Standridge and Jeeves begin chopping Peace Pipes 7.
Workers Paul Bunyan and Big John move to Peace Pipes 7.
From now on, Standridge, Jeeves, Paul Bunyan and Big John will be known as Jungle Chopping Crew 1 (JCC1)
Worker Jack Handy (N) begins roading FA 3.
Worker Andy (N) moves 2 to Suntanland 8-7 and irrigates.
Worker Mr. Goodwrench (N) moves 2 to Suntanland 8-7 and irrigates.
Horseman Jupiter (SW) attacks barb camp at 1, killing it, and gets promoted to elite. 
"HSS Voyager" moves 9-9-1 - going to ferry Suntanland II over to the peninsula.
Settler Disneyland I (SW) moves 4 to Carnival 1-4-4 - builds city in 1 turn.
Settler Sunshinia III (W) moves 4 - builds city in 2 turns.
Settler Suntanland II (C) moves 4 onto HSS Voyager - builds city in 2 turns with the help of it.
Settler Las Vegas II (C) moves to Carnival - builds city in 7 turns.
Settler Sunshinia IV (C) moves to Disneyland 8-8 - builds city in 8 turns.
Hoplite Davey Crockett (S) fortofies in Sirius.
Horseman Zeus (S) moves 8 - withdrawing to Sol now that Settler guard duty is done.
Horseman Dasher (SW) fortifies to heal - will then head south after new camp.
Horseman Nova (far S) moves 6 - heading for new barb camp.
New Hoplite in Las Vegas named "Doobie" and moved to Sunshinia 3.
Horseman Mars (N) moves 4, attacking camp - kills it, taking no damage.
Summary
5th in GNP at 208, 6th in MFG at 63, 6th in Prod with 257.
1322 gold in the treasury, making +88 per turn. 10 Horsemen upgrades will only cost 800g (which means we can build many more ).
Theology in 13 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 9-9-9-4 of Sirius, far to the south, mainly to claim the land before MAST gets a chance to. Starts on CH.
Settler Funky Town II (3) - Builds a city 3-3 of the fish tile far to the SW.
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. 
Screenshots later probably... my upload box was shrunk from 50 to 20 MB and I'm having trouble making room for all the shots...
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