- With Gilgamesh's expanded borders does the settling plan change? I could still settle on the coastal tile 1SW of the northern corn. However I would directly touch Gilgamesh's borders. Is it perhaps better now to settle at my original X4 to keep a bit distance to Giggles?
- How do I proceed with production in the capital now (see second screenshot)? This is one of the "micro management" situations where I never really know what's best. I've put a second Worker into the queue (can still change, no hammer invested yet). But by doing this the city can't grow and I can't whip the Worker. Shouldn't I better build something else (warrior, barracks?) so that the city would regrow to size 4 and after that start a new Worker and 2-pop-whip him? I'm not sure however if the unhappiness from the last whip would have disappeared then. How do I manage and time all that correctly?
-Build the city on the coast as planned because it can eventually work 4 coast for commerce and/or 2 elephants for production. Btw Gilga will have pushed borders on turn 25 on account of being CREative, but you only got to see that as the warrior approached the city site. First build in the new city should be warrior or barracks as granary is still unavailable. Improve corn first, then chop forest into granary before thinking about the road back to the cap. It should time nicely with the research of pottery.
-It's relatively easy to count the turns for a city's growth and make an informed decision. A city needs 20 + size*2 food to grow, so 24 from size 2 to 3 (20 +2*2) and 26 from size 3 to 4 (20 +3*2). From the screen shot I would guess that there is 15 or 16 food in the bar and can see that the city is producing a surplus of 9

/ turn.
That means it will grow to size 3 in 1 turn and then to size 4 in 3 turns, presuming you work the farms and mine for 2 turns (+16 food) and the farms + fp for 1 turn (+10 food). Yes?
It's also relatively easy to work out production and therefore how long it will take to build your worker.
At size 2 the city is producing 9

and 1

so 10 "production" per turn. (Don't forget that food counts towards settler and worker production). 60/10 = 6, so the worker will be done in 6 turns. The 7 overflow from whipping the settler isn't enough to shave a turn off.
At size 3 the city is producing 8

and 4

so 12 production. 60/12 = 5, so the worker will be done in 5 turns. As it will take a turn to grow back to size 3, you will also have you worker in 6 turns, but have 5 extra

from having worked the mine, making this a better option.
At size 4 the city can whip the worker 1 turn after growing because you need to have started building the worker to not incur a "dry whipping" penalty. The city will work 2 farms, mine and fp for 9

and 4

or 13 production per turn. It will take 4 turns to grow to size 4 and 1 turn to start the worker, so you can whip him on the 6th turn. With this option you get 26

overflow from 2*13 production having gone towards the worker at the cost of 10 more turns unhappiness and going back to size 2. Put this into the barracks and it's converted into 52

due to your AGG trait, or enough to finish it in one turn.
From this it's clear you
don't want to build the worker at size 2 (as I had previously suggested

). Far better is to regrow to size 4 whilst building a warrior, 2-whip the worker and put the overflow into the next settler or the barracks (or ideally the granary, but you won't have finished pottery in time). The city will have 12 turns of whip anger (2 turns at +2 and then 10 more at +1) but this will not be enough to make the city unhappy.
That's a lot to take in, so ask if you want clarification on something. It might seem complicated at first but it gets easier the more you play
