For setting up the iron city I want to road the forest hill NW of the iron instead of the hill - the forest might spread to the hill and that road will speed up a chop by a turn at some point. I think we'll then road the iron, and can settle on or next to it fairly easily. I still like settling to share the banana. We have a mountain range to protect this city from Yurimack, so m_h is our only real compettion over here, so I don't think it's vital to settle on the iron. So my vote is E of the iron, but I could be cajoled into S of the iron.

I'll log back in to offer m_h open borders (he played already so it won't be until next turn), while I'd like to explore m_h with BaII it may be better to bring him back to the new city. We should probably bring Flugauto back too. Once we have open borders with Ichabod and Slow should we cancel with m_h?
I won't give anyone promotions just yet and I'll leave building the scout in Dunkirk because if we built a chariot with a stable the GG medic would be 1 XP from an extra promotion, which could be morale...
Gallipoli is on 12 food now, working farm, sugar, banana this turn gives it +5:
eot100 +5 = 17/26 - farm, sugar, banana
eot101 +4 = 21/26 - farm, cot, banana (Cannae grows on sugar)
eot102 +6 = 27/26 - farm, sugar, banana (take sugar back from Cannae)
I think you're planning for Cannae to only work 1 scientist next turn and grow on the sugar, if not this might not work. After that I like the idea of putting 29 or 59 hammers into a worker and then whipping to overflow
Edit: Offered m_h open borders, changed tiles in Gallipoli and ended turn. Let me know what the plan for Cannae next turn is...

I'll log back in to offer m_h open borders (he played already so it won't be until next turn), while I'd like to explore m_h with BaII it may be better to bring him back to the new city. We should probably bring Flugauto back too. Once we have open borders with Ichabod and Slow should we cancel with m_h?
I won't give anyone promotions just yet and I'll leave building the scout in Dunkirk because if we built a chariot with a stable the GG medic would be 1 XP from an extra promotion, which could be morale...
Gallipoli is on 12 food now, working farm, sugar, banana this turn gives it +5:
eot100 +5 = 17/26 - farm, sugar, banana
eot101 +4 = 21/26 - farm, cot, banana (Cannae grows on sugar)
eot102 +6 = 27/26 - farm, sugar, banana (take sugar back from Cannae)
I think you're planning for Cannae to only work 1 scientist next turn and grow on the sugar, if not this might not work. After that I like the idea of putting 29 or 59 hammers into a worker and then whipping to overflow

Edit: Offered m_h open borders, changed tiles in Gallipoli and ended turn. Let me know what the plan for Cannae next turn is...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
In progress: Rimworld