Does somebody want to see whether it is faster to start settler at five and whip it, or to start settler at six and whip it?
I won't get a chance to look at the save until tomorrow. But answering this question from theory: Our size 5 surplus is +6F (2city+3fish+2clams+1FP-1quarry-1grasshill). That's 8T to earn 45 food (7T if we have 3F or more left over when we grow from size 4 to size 5. Add a turn to remove the 0H penalty and a turn to whip and that's 10T to get the settler out going to size 6.
At size 5, working the same tiles (before any mines are complete), we have +13FH (FH is the food+hammers used to produce settlers and workers directly) and need 62FH before we can whip. 5T gets us 65FH and we can whip then, so 6T to get the settler out.
If we still have whip unhappiness, we should start the settler before growing to size 5 so we don't waste food on an unhappy citizen. We should switch to the pyramids (for a turn, to grow) on the turn when the whip balloon says "unhappy for 16T" so that as soon as our 5th citizen becomes happy again, he's available to contribute to the settler build.
So, whipping at size 5 is the fastest way (whipping just after growing to size 4 would have been even faster), but delaying the settler means another mine will be closer to completion by the time we finish the settler. Since we can grow from size 3 to size 5 faster than whip anger will abate, it will be good to have mines to slow down our growth.
EDIT: I pretty much have a full schedule until Friday, so if grangerm would like to finish off his turnset and extend it, that works for me.
My inclination is to let the turnset stand as it is since we may not get everyone's feedback on the settler issue much before Friday anyway.
But if we do make a settler decision, then the creation of that settler is another natural stopping point.
There are no further seafood resources south of the spice resource.
Bummer. Note that that site could still be a good GP generator. It will have +7F while working just clams and a farmed floodplain. If we don't want to micromanage it, it could support 3 specialists (+6F) with a cottage on the floodplain.
Alex and Mao are both now cautious with +1 relations.
I've been reading part of the new AI (warlords) thread. Basically, the die is cast, and no change in relations or open borders or trading of resources will change the fact that they are going after a civ whose power ranking is less than a certain (varies by civ) fraction of their own power ranking when the decision (die roll) was made. Since at this point in the game, all AIs are likely to have similar power rankings, and since we know ours is lower, it's all but certain that their intended target is us. Now, we just wait until they get their forces (whatever they may be) built.
Note that if they only have 1 horse or 1 copper, we can't know that until we get those resources hooked up ourselves.