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Trip
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Hunt Valley
Apr 2002 time: 00:26
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Diplomacy
LL sends Chivalry unaccepted. I clear and exit.
MAST sent WM accepted. I accepted, sent back our WM accepted
City Management
Las Vegas finished Worker, started another
Funky Town finished Catapult, started Worker
Disneyland from mined plains to taxman; 7-0-15, x and 14
Note that 4 Worker Pumps are in action or 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:
Granary in Rigel
Possibly Library in Sirius
Courthouse in Rainbow Connection
Other Plans:
Units
Up to Worker: 21
Workers Bunyan, Standridge, Big John and Jeeves moved 6 and began chopping
Workers 1, 9 and Bean began chopping RC 7-7
Worker 4 irrigated FA 4
Worker 19 moved to RC 7
Workers 13 and 18 began chopping Paradise 6
Workers 18 and Charles moved 8 to the mountain
Worker 21 moved to Pleasantville 1
Workers 2 and Hoss began irrigating TB4
Worker John Henry began irrigating TH4
Worker 15 began roading SB8
Worker Little Joe began roading Sol 6-3
Workers 10, Peabody and Goodwrench moved to Sirius 7
Horseman Comet (NW) moved 4; heading for barb camp
Catapult in Funky Town set on goto to NS 2
Hoplite Doright (S) moved 6; heading for Orion
Horseman Nova (SE) moved 8; heading north
Horseman Apollo (SE) attacked camp at 2; took 1 damage, then forted
Horseman Jupiter (SW) moved 8-8; heading for new camp
Summary
Slider at 70% science
4th in GNP at 361 (+8), 6th in MFG at 98 (+4), 4th in Prod with 459 (+9)
1st in Land Area
2,439 gold in the treasury, making -10 per turn (~2439 total next turn). 14 Horsemen (currently built or building) upgrades will cost 1120g
Education listed in 2 turns
Army is weak to all
34 Workers (+1)
3 Warriors
12 Horsemen (+0)
2 Catapults (+1)
2 Galleys
12 Hoplites
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