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Trip
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Hunt Valley
Apr 2002 time: 00:19
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Diplomacy
MAST sent WM accepted. I accepted, sent back our WM accepted.
City Management
Settler down south built "Andromeda," started Library
Paradise finished Worker, started another
Happy Hills finished Hoplite, started Worker
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, Suntanland, Funky Town, Las Vegas and Friendship City all finish Workers. This will help out our desperate Worker situation.
Sol grows to size 7, should have Worker Greenjeans add to the city to bring it up to 8. Turn afterwards is the Palace Jump!
Units
Workers Paul Bunyan and Standridge (NW) began irrigating (1 turn)
Worker Mr. Goodwrench (NE) began chopping forest at RC 7 (4 turns)
Worker 3 (new from Paradise) moved 7; heading for Mardi Gras 8 to start mining
Workers 2 and Hoss (TB 2) begin chopping forest (4 turns)
Worker John Henry (TH 8) moved to TH 4; will begin chopping forest next turn
Worker Mr. Goodwrench (Sol 6) began roading (2 turns)
Settler Sunshinia IV (C) moved 3 - builds city in 1 turn
Settler Funky Town II (C) moved 1 - builds city in 2 turns
Horseman Mars (NW) moved 7, attacking camp - kills it, taking 1 damage but promoted to elite; +25g
Hoplite 1 (HH) fortified
Horseman Dasher (SW) moved 2, attacking camp - kills it with no damage, then moves 9, hoping the other barb will attack and promote him to elite
Horseman Jupiter (SW) moved 8-8; heading for new camp to the far west.
Horseman Nova (SE) moved 9-9; hoping to find a new camp in the south before MAST does
Summary
Slider at 100% tax
4th in GNP at 257, 6th in MFG at 74, 6th in Prod with 310
Still 2nd in land area... this should change next turn
1682 gold in the treasury, making +116 per turn (~1800 next turn). 12 Horsemen (currently built or building) upgrades will cost 960g.
Theology in 7 turns
Back up to average with MAST in military strength with that new Hoplite
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