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Trip
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Hunt Valley
Apr 2002 time: 00:22
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Diplomacy
MAST sends WM accepted. I accept, send back our WM accepted.
City Management
Funky Town finishes Settler, starts Catapult.
Settler Disneyland I (SW) builds city "Sunshine Bay," starts Library.
Peace Pipes switched from Horseman to Library - building up some culture in the north to seal off the border.
Paradise switches from Galley to Library - culture expansion allows the use of mountains, which should provide enough shields to turn Paradise into a 2-turn Worker Pump.
Las Vegas switched from hills to Taxman - keeps lux slider at 0%. We really need to get another lux from somewhere!
6 shields rushed in Paradise for 24g.
18 shields rushed in Peace Pipes for 72g.
5 shields rushed in Sunshinia for 20g.
Note that 4 Worker Pumps are being set up: one in Paradise, the second in Las Vegas, third in Funky Town and fourth in New Sunshinia (will be used as a pump when rebuilt). 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:
6 shields for 1-turn Workers in Sunshinia (along with disbanding a Warrior for each Worker build).
Library in Friendship City, Sol, possibly in Disneyland, Rigel and Sirius
Courthouses in Pleasantville, eventually Friendly Alligators and Rainbow Connection
Units
Workers Paul Bunyan and Big John start chopping Peace Pipes (6 turns).
From now on, Standridge, Jeeves, Paul Bunyan and Big John will be known as Jungle Chopping Crew 1 (JCC1)
Workers Andy and Charles (N) move 4 to Paradise 2-3 and irrigate.
Worker Mr. Goodwrench (N) moves 6-6-6 - heaing for FA/RC to do some much-needed work over there.
Worker Mr. Rogers (S) moves 3-6 to Sol 6 - will start chopping forest next turn.
Settler Sunshinia III (W) moves 4 - builds city in 1 turn.
Settler Suntanland II (C) moves 4 off of HSS Voyager - builds city in 3 turns.
Settler Las Vegas II (C) moves to Sunshine Bay 6 - builds city in 6 turns.
Settler Sunshinia IV (C) moves to Disneyland 3 - builds city in 7 turns.
Settler Funky Town II (C) moves to Carnival - builds city in 7 turns.
Horseman Mars (NW) moves 6 - heading back for Peace Pipes.
Hoplite Albert (NW) moves 3 - clearing up fog for new camps.
Horseman Comet (W) moves 1-1 - protecting the peninsula where we have cities going up.
Horseman Jupiter (SW) fortifies for one turn to heal.
Horseman Zeus (S) moves 8 to Sol and fortifies.
Horseman Nova (far S) attacks barb camp at 6 - kills it, +25g.
"HSS Voyager" moves 6-6 and forts in Funky Town - healing before tackling that blasted barb Galley in the area.
Summary
5th in GNP at 216, 6th in MFG at 61, 6th in Prod with 259.
We are now up to 3rd in land area!
1319 gold in the treasury, making +89 per turn. 10 Horsemen upgrades will only cost 800g (which means we can build many more ).
Theology in 12 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. 
Apologies on no screenshots again, getting upload stuff worked out. Definitely have shots next turn (not much going on anyways ).
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