If you whip a settler and abandon the town, the whip unhappiness is transferred to the next town. I don't recall exactly how it works though, doesn't the unhappiness go to the nearest town already settled?
Yes it does. If we get the gems connected by then, they would make up for the unhappiness easily.
Red dot would get the unhappiness which is not too nice since it should be size 2-3 by then probably demanding a MP.
The benefit of this action is tough to calculate. I might try it at home but SGotm12 and Gotms demand their time share, too...

Here's a little draft:
no trick: found town on grey dot (or other), road gem jungle takes 6(?) turns, no extra commerce (not working jungle) - clear jungle way later.
slow trick: found town on gems, citizen scientist for 30 turns, build settler: ~5-7 beakers per turn. Wastes ~3 pop. Road gems needs another 3 turns.
quick trick: found town on gems, work unimproved grass - ~2 extra commerce per turn for 10 turns, then whip settler, get 3 beakers (town mustn't grow to build settler at size 1) --> wasted 1 pop, unhappiness in red dot for 20 turns. Road gems needs another 3 turns.
Both trick szenarios waste a prime site for several turns. That's why I'm not sure if this is a great idea...

But we get the gems 6 turns earlier (spare roading it) and get the tile usable for extra commerce also (which would take us ages otherwise)
EDIT#6: Don't feel bad if you don't understand this post

- I don't understand it either
