My own postmortem for the game:
1. 15t worker build really set me behind most everyone. Only retep and I ended up settling our first city in a manner that precluded a quicker than 15t worker build.
Gaspar (2nd ring forest ivory)
Gavagai (2nd ring forest deer)
Commodore (1st ring forest ivory)
Hashoosh (settled on plains hill)
Mikehendi (settled on plains hill + 2nd ring plains forest ivory)
Seven/Krill (2nd ring forest ivory)
Kuro (moved onto plains hill, improved 2nd ring to 1st ring ivory)
ad hoc (1st ring forest ivory)
bantams (no thread - no clue)
*2metraninja (moved to plains hill - this was a very similar start to what I had)
*retep (nope - also similar start to me)
This explains my confusion at the high MFG I saw early in the game. Several players had immediate vision over a 4 yield tile and moved to exploit it. Others, I suppose, were expected to move onto plains hills. I imagine this may have been the design for me. I had stated reluctance to move to either plains hill since I would either abandon two flood plains, thereby reducing my non-farm food surplus to +4 in the capital, or take two turns to move with increased moves for the worker to get to the wheat.
Interestingly, 2metraninja had a very similar decision. The change for him, though, was that his move would still ensure 1 FP in his capital's BFC.
Looking at retep's start, I believe Serdoa anticipated for him to move onto the plains hill to the southwest. This, of course, mandates that one of his future cities border the clam lake. Eyeballing it, I think I would have waited to put a chop into a WB with a 2nd city. It's a tough start, to be sure.
Turning to my decision, I certainly could have controlled the situation by choosing an expansive leader. I could have got the hammer bonus after the 2nd ring pop. With the bonus, I'm sure I could have been ready to attack a few turns earlier.
Tangent: I found the Warrior First discussion in the lurker thread amusing. I had never considered that, but playing it out in my head, you figure you can abandon your worker at turn 2 and start with 4 hammers towards a warrior. You first move the warrior on T6, it has 9 tiles to go. Kuro sees it 3 tiles away, if not earlier. With his hammer start, he can 3t a warrior. He sees me coming and has a warrior ready. No dice.
2. The Rush, as it was
I had intended to attack with my warrior first to soften one of the axes. Instead, the warrior became free xp after I lost a roll. Certainly, losing the ~77% attack was not ideal, but I still needed to win a few more after that. Even then, I doubt that I would have been able to ultimately compete in the game, as Kuro was still likely to put up effective resistance, at least for the next 15 turns. At that point, I would have had control of the continent around T75. This doesn't account for the fact that I'm not as good in a sandbox as Seven and Krill.
Not much more to add to the eulogy. Kuro played defense well and war turns were smooth, well done. Congrats again to Seven and Krill. Thanks to Ichabod for GMing and Serdoa for the map.
Fittingly, it appears that this game ended as it started: