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Trip
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Hunt Valley
Apr 2002 time: 00:21
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Diplomacy
MAST sends WM accepted. I accept, send back our WM accepted.
City Management
At the start of the turn all of our size 5+ cities go into disorder except Suntanland. Spices were not accepted by LL and additionally, we no longer have Dyes from LL! I sacrifice Las Vegas and use the city arrows to fix every other city.
Okay, what happened? Not only are spices completely gone from the table, but we were supposed to have 16 more turns of Dyes...
Las Vegas frozen this turn.
Funky Town switches from Catapult to Library.
Happy Hills switches to 2 food, FP still finishes in 1 turn.
Warriors Cheech and Chong disbanded in Sunshinia for 2 shields each.
16 shields rushed in Funky Town for 64g.
6 shields rushed in Disneyland for 24g.
11 shields rushed in Friendship city for 44g.
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:
Possibly Library in Sol, Rigel and Sirius
Courthouses in Pleasantville, eventually Friendly Alligators and Rainbow Connection
Other Plans:
Next turn begin a Settler in Sunshinia and disband another Warrior for 2 shields. At 7 SPT this gets the Settler done in 4 turns, timing perfectly with Sol reaching size 8 the turn before. All other cities must be size 5 or under at this point in time.
Warrior disbands in Disneyland for 2 shields - speeds up Library by 1 turn.
Warrior disbands in Paradise for 2 shields - speeds up Worker by 1 turn.
Units
Worker Jack Handy (NE) begins irrigating Friendly Alligators 3; 3 turns.
Worker Mr. Bean (NE) begins irrigating Rainbow Connection 3; 3 turns.
Worker 1 (E) moves to Rainbow Connection 2-2.
Worker Mr. Goodwrench (E) moves to Pleasantville 9.
Workers Andy and Charles (W) moves to Paradise 8; going to mine a mountain or two near Pleasantville in order to generate enough shields to function as a 2-turn Worker pump.
Worker John Henry (SE) begins roading Tree Huggers 8; 2 turns.
Worker Little Joe (C) moves to Tree Huggers 1; going to irrigate for House of Style.
Worker Mr. Peabody (SW) starts irrigating; 3 turns.
Settler Suntanland II (W) moves 4 - builds city in 1 turn.
Settler Las Vegas II (SW) moves 2 - builds city in 3 turns.
Settler Sunshinia IV (C) moves 3 - builds city in 5 turns.
Settler Funky Town II (C) moves 1 - builds city in 5 turns.
Horseman Mars (NW) moves 8 - hunting down new camp to the north.
Horseman Comet (W) fortifies - protecting the peninsula where we have cities going up.
New Catapult from Sunshinia named "Catapult Anvil" then forted at Sunshinia 3.
Horseman Dasher (SW) fortifies to heal before heading south to take out camp.
Horseman Jupiter (SW) moves 2; heading for new camp to the far west.
Horseman Apollo (SE) moves 7; going to secure the next city site between us and MAST.
"HSS Expedition" fortifies; going to see if the barb Galley attacks.
"HSS Voyager" (Funky Town) moves 1-4-4; going to secure the entrance to our sea.
Warrior Charles heads for Paradise to be disbanded.
Warrior Bob heads for Disneyland to be disbanded.
Summary
Slider at 80% tax and 20% luxuries - it was 0% luxuries last turn but the lack of luxuries means we have to run at 20% in order to ensure the Palace Jump occurs on time. This is currently costing us 27 GPT until we can get luxuries!
5th in GNP at 228, 6th in MFG at 64, 6th in Prod with 266.
We remain 3rd in land area, even after CoD builds a new city.
1307 gold in the treasury, making +69 per turn. 10 Horsemen (currently built or building) upgrades will cost 800g.
Theology in 10 turns.
Our army is average with MAST, weak to everyone else.
Destinations for all of our Settlers
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. 
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