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Trip
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Hunt Valley
Apr 2002 time: 00:20
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Diplomacy
MAST sends WM accepted. I accept, send back our WM accepted.
City Management
Suntanland finishes Library, starts Worker.
Las Vegas finishes Worker, starts another.
Funky Town finishes Library, starts Worker.
Friendship City finishes Library, starts Worker.
Disneyland finishes Library, starts Aquaduct.
Paradise changed from grass to coast to slow growth (for Palace jump)
Funky Town changed from mined plains to irrigated plains for more growth
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 and Sirius, Granary in Rigel.
Courthouses in Pleasantville, eventually Friendly Alligators and Rainbow Connection.
Other Plans:
Next turn:
Happy Hills starts Worker (1 turn)
Change Paradise WF to prevent growth the turn after
Units
Worker 1 (NE) began chopping forest at RC 7 (9 turns)
Worker Mr. Goodwrench (NE) moved to RC7; will help Worker 1 chop
Workers Andy and Charles (W) began mining Paradise 8-7 (8 turns)
Worker 2 (new from Las Vegas) moved to Tanning Beach 2; will chop forest next turn
Worker Hoss (Tanning Beach 3) moved to Tanning Beach 2; will chop forest next turn
Workers Mr. Rogers began irrigating Sol 6 (1 turn)
Worker Greanjeans (S) moved into Sol and fortified; will be added to Sol in 2 turns to bring it up to size 8 for the Palace Jump
Settler Las Vegas II (SW) moved 2 - builds city in 1 turn
Settler Sunshinia IV (C) moved 3 - builds city in 2 turns
Settler Funky Town II (C) moved 1 - builds city in 3 turns
Horseman Mars (NW) moved 8 - hunting down new camp to the north
Horseman Dasher (SW) moved 2-4 next to camp; will kill it next turn
Horseman Jupiter (SW) moved 4-7; heading for new camp to the far west.
Horseman Apollo (SE) forted; protecting Settler
Horseman Nova (SE) moved 4-4, attacking barb camp and killing it; remains 4/5, 2/2 barb Warrior at 7
"HSS Voyager" moves forted
Summary
Slider at 100% tax.
4th in GNP at 252, 6th in MFG at 76, 6th in Prod with 308.
Funky Town border expansion brings us up to 2nd place in land area. When the next few cities are built we should pass #1 (LL).
1516 gold in the treasury, making +116 per turn (~1632 next turn). 12 Horsemen (currently built or building) upgrades will cost 960g.
Theology in 8 turns.
Our army is down to weak to everyone, including MAST. It's a good thing we're so friendly. In 50 turns we'll be invincible.
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