Great Engineer is born this turn, T204.
146g at -9gpt, so we have 16 turns of 100% research remaining. This will decrease when we settle clams/deer.
At current commerce rates, nationalism is 16 turns away. This will decrease in the short term, when we whip off the oasis and cottage, and increase when we add more cottages and the furs and the commerce from the clams city (and perhaps citizens working the coasts of UU.
Without AP in Baraddur, the great engineer arrives in 15 turns.
If we put AP in Baraddur, the next great person arrives in ~9 turns. I really like the idea of rolling the dice, realistically, we should expect to research Nat within 15 turns.
Worker moves made.
Henry Ford, the Great Engineer, was born in Plako's city. Hang on, has Mist not popped a great person?
Also, now we've seen Plako's cities, time to make contact with Mackoti. I suggest we do so via the arctic landbridge, and that means sending the explorer NW. This has the benefit of defogging our SE and SW as well.
WK named his most recent city "Krill Next Door". Suggestion that Mackoti rename himself Krill.
Mist built a Buddhist Temple in his city. Uh, what? Was he thinking of popping AP? Then why didn't he rush for it? He could have beaten us to it, easily.
One last decision, haven't ended turn: AP in BD or Tower? Still heavily leaning towards BD.
As for the worker whip decision, I was considering doing it on T206 whip. While it is a 2>1 whip, it does regrow the turn after the worker pops out.
The benefit of it would be 9 workers distributed across 5 cities. The distribution also feels just right: 3-4 workers improving the heavily jungled Sadrith Mora, 1-2 improving Unseen U, 1-2 improving Clams/Deer/Gold, and 2-3 improving BD and Tower.
The downside is we won't get to work 2 resource tiles for 2 turns. But there isn't too much to build in BD (Monastery and Library, and even if we have the extra population, it's not like there are cottages to grow onto.