(1) Nice! worker to bonus grass across river, scout up and left. Decision: found city where it is as it is perfectly situated from the cost. moving
to the coast is too far along the river, leaving river is a

Research to 100% as there are no huts, Burial selected to get Temple for possible Wonder-City available soon, also some quick culture is very helpfull. Asdie from that will a Granary and a Temple give London the ability to produce settlers every few turns.
Warrior ordered as for exploration 1 Scout will do right now. A second one can then come later to get contacs.
(2) road started (tax bonus is more important to me than the few shields I lose). Scout frind snowed-in forest in the north, will go east along the Tundra-Grass border.
(3) nice bonus grass there! The first forest/tundra on the norhtern river shore will make a good city site with atm visible 2 river-bonus-grass and two more bonus-grass. Also, no Aqueduct here --> good city for settler/military/let-grow-mix.
(4) Scout on mountain in the east sees 2nd river with good land around it.
(5) worker starts mining the roaded tile.
(6) mountains with Gems in the east, good lands. I bet there's a civ behind the mountains that is closer to the Gems than I. Warrior completed, marshes east to possibly worker-grab or even settler-grab them. Another to protect London.
(7) Indeed, blue border sighted. Germany? If so, no settler-grab as they will have Spears by now.
(8) Bizzy gives me Warrior Code and 10 for Alphabet - bad for him as I now can build Archers. This means I will grab a worker if I can, then wait until he marshes up then sue for peace. He'd also give BW but I prefer the offensive.
(9) checking out German territory.
(10) 2 cows near Berlin but both just out of range. If I keep the pressure on Bizzy I can maybe slow him down before he becomes a problem - after all there will be iron in hte hills close to him (there always is in my experience, while the humans next iron is far out). Left alone Bizzy will be a bad neighbour to have.
(11) Warrior and growth in London. Warrior stays, Granary ordered (may after all still be changed later). Auto-selectin chooses Wheat. I am not convinced this is smart atm. There will be war so I rather select the other bonus-grass, worker roads there. Game in view downstream, very nice.
Lee: should I leave this out?
Looks like OCS around here. Shifting eastwise will put a city on the forest 3 east 1 south from london for minimum overlap - good site. Next southwest from that would then also be on a river - even better.
German Archer in sight, luckily he's not coming west atm.
(12) Germany has excellent lands
CB found, Writing at minimum as max costs 5GPT to shorten research to 36 turns - not worth it. Do not trade as haing a tech for the peacetalks is a good idea.
(13) closing on Germany with the warrior. meet Abe, give Alphabet and Warrior Code for Masonry.
(14) take German worker, move him away west (my luck he was on the western side of the city).
(15) worker on the run, warrior retreats to mountain. Scout south as east coast is found.
(16) German Archer attacks across river into mountain and dies doing no damage, Warrior promotes

Decision time: move in and pillage or stay as threat? Decide to pillage, maybe the Archer from before is far enough away. Incencs found in the far west
(17) US border found - expanded --> will be Washington. Pillage mined tile.
(18) Archer attacks .eek: but reg vs. vet makes him lose on the warriors laast HP
(19) Abe offers straight Bronze for CB - deal. Germany offers the Wheel for peace - Dela! The worker grab has worked! Horses in 1st ring
(20) explore a bit more, captured worker starts raod on forest next to planned spot for city No 2, will then road to bonus-grass across river, then on to london. other worker goes to the wheat to road. Wounded warrior retreats, will then heal on mountain.
Summary: a simply worker grab with extra risk (that paid off) got me the wheel and a worker for free. Slight (if at all?) rep hit for the sneak attack.
http://www.civfanatics.net/uploads3/KILLER-3000BC.zip