Disable defensive calc.  Update board completely each turn to ensure we stay in sync.  Incremental update provided no performance benefit and ran into problems late in the game.
Added numValidMoves calculations to Board class, which should eb faster because they don't add to an ArrayList but just calculate the number
Simplified isDisruptedBy function to look only at the first move in the sequence
Turned on defensive calculation.  Added move flexibility impact, currently weighted to zero