Just from the screenshot, I'd think you'd want Moscow to use a grassland instead of a forest.
This, though I think Moscow just grew, did it not? (I'm just tooling around in CivAssist II, not in the actual game.)
I would have settled Novogrod one space farther to the northwest, personally, but that's water under the bridge. I suppose it does pick up the cow and some other shield tiles, making the Colossus build faster.
Obscenely good news for us in that we also have IVORY!!!!!!!! to the north of Moscow. What's even more absurd is that I'd actually plop a city right on top of it right now. It's on a river, picks up four juicy BGs, and the game. It's an ideal city site. And it has exactly zero overlap with Moscow. Or presciently, Novogrod. Nice work settling it where you did.
City sites, which should IMO be completely blatant at this point:
1. On top of the ivory.
2. At the river mouth (far side of Moscow) by the pair of silks.
3. Right on top of the spices. give or take a space. On the spices is best I think since it picks up fish eventually, two BGs right away, and also serves as an awesome choke point to our part of the land mass.
We could if we thought it was important, switch sites 2 and 3, but I really don't think anyone will come a-knocking soon enough for it to matter.
If we do this we should have FOUR luxuries for basically the entire game (spices, ivory, silks, and furs for most of the game--I'd expect furs to get lost in the late game unless we decide we want to war to keep people from settling around them), and an incredibly defensible land mass. This is almost too easy. (OK, not really.)
Relevant questions and random thoughts for the next turnset IMO:
1. Workers or cities from Moscow? I would personally prefer the next settler out right away (use a river bG instead of the forest, though) to build on the ivory site. Then a few workers (maybe 4 more), then the last two settlers, then workers for a while either to build out or to add to cities.
2. How soon to start prebuild for SoZ at that city? I think I'd pop out a couple warriors first for MP duties there and in Novogrod, and we can use them to block off the chokepoint a bit later. But I'd start it sooner rather than later. We should endeavor to get Math as soon as we think we can have a prebuild up.
This is back-of-the napkin math, but it should be semi-close:
Settler in 4 turns from Moscow.
4 turns transit.
3 warriors at 4/4/3 turns? 10 turns to grow, assume 3 shields, grow during 3rd warrior.
Start SoZ prebulid. 4 shields @ 2 (x8 turns) = 32, 5 @ 3 (x10) = 50, 6 @ 4 (x10) = 60, 7 @ 5 (x9) = 63 gets us to 205 shields, 48 turns from now. This is admittedly really rough, because we'll be able to grow faster if we want to (worker adds), we'll be able to get more shields by mining all those lovely BGs, and I haven't bothered to figure corruption in. On balance I say we can get SoZ in closer to 40 turns without much trouble, if we can get Math by then. And I think we should try to do that. We may overrun a bit due to not having Math, but I'm okay with overrunning it a bit to make sure we get it ASAP.
(Note I haven't even discussed whether we
want to try for SoZ. I'm assuming, because I pretty much insist. Ancient Cavalry, plus cheap tourism income, makes this the world's biggest must-have.)
3. What to do with St. Pete? I think that we should accept the curragh and then worker-abandon it in 5 more turns. (Use the shields from the forest, then pick up the citizen for a scientist or taxman so there's no food growth). The alternative is to wait a bit longer and settler-abandon. I'm not sure what's better, but intuition tells me we want the worker now.
4. Micromanaging stuff:
a) Before hitting enter, turn the citizen in St. Pete into a scientist for a turn. The curragh will still complete, and we don't need the 1 food if we're going to abandon it.
b) Move the Moscow citizen from the forest to the river bG. More food is really important. Make sure to always keep Moscow at maximum food.
c) Once our scout to the immediate north is done, he should go to the east to the two-tile chokepoint. The conscript warrior next to the hut should also go to the chokepoint. (If we manage to pop another warrior there, I'd send them both to the choke, and bring the scout home to disband somewhere useful.) This assumes that the desert-ish bulge there is just a peninsula like I think it is. If he has room to go, obviously, let him go.
d) When we get our curragh, IMO he should loop to our west to see if there's another land mass just off our coast, then continue north. Our scout seems to be doing well finding the other edge of the landmass.
5. We should be getting Writing in about 10-ish turns (some growth, the scientist); remember to micro-manage taxes those last couple turns.
I think the next player should play through researching Writing and then we can regroup.