Nope. She can't help us unless she is Friendly toward us, which would mean that we'd have to be Buddhist, as she won't switch from her self-founded and likely well-spread Religion. The best way to keep Isabella from being enabled is to ensure that any AI toward whom she will become Friendly is an AI who is far more advanced than her and thus she will have nothing of value to trade to that AI, and therefore won't make tech trades with that AI. If we sit back and don't enable Mansa, Mansa will learn techs from Isabella, while Isabella will learn techs from Mansa. So, if the goal is to help keep Isabella backward, then ensure that any AI with whom she will become Friendly is more advanced than her. Enabling Mansa with techs fits in with this goal. First, when he settles that City, check if City 4 would still be giftable to him. If not, we settle northern Fish City's Settler to the west of City 4, to share the Corn, which should be close enough to his eastern City to be gifted to him, allowing City 4 to be gifted to him. If Hammers = Gold (we don't have Stone or Marble to make them worth double), then that's equivalent to the death of 1 Catapult. But, we unlock Shaka's path toward Feudalism. Several Military Flavour AIs who do not start with Mysticism will stay away from Feudalism for a long time, until the human player intervenes and sells Mysticism. If we REALLY want Shaka's Gold, we could sell him one of the other techs (Alphabet or Math). It would be a G Riv Farm, not a Cottage, since it's not in our capital. We'd miss out on the GH Mine and a G Farm and would have 1 less Forest in our big fat cross by moving 1S. So, it looks marginally less good to settle 1S of the River, but either location will get us all of the Resources in our big fat cross. The nice part about settling 1SE of the G Riv Horse is that after we Road our way to the City (partially Farming the G Riv that is 1E of the G Riv Horse on the way), we can immediately start to Pasture the Horse without waiting for our Cultural Borders to expand, which is the strongest square there with 7 yields (F + H + C) and only takes 4 turns to improve. The Deer would take 6? turns to improve, or 7 turns if 2 Workers move to that square, and only produces 5 yields. Oops, I meant to type sending the Settler 2NE from City 4. Corrected.