A fairly uneventful turnset, except that I really despise the Inca right now. Mostly building workers and the like.
Oh, and we're at war with Babylon, because I'm a greedy bastardo. We should be able to get out of that in a couple of turns though.
Turnlog:
Turn 0 (2110 BC):
Switch science to Code of Laws, due in 23 turns at the moment.
Switch Moscow to worker.
Settle Rostov on top of the Ivory. Our workers have connected Ivory to Rostov! (OMGWTFBBQ!!!!!). Set Rostov to Pyramids, due in 200. Fortify archer in Rostov.
With the settling of a new city, our gold deficit drops to -1 and Code of Laws drops to 19 turns.
Hit Enter.
Turn 1 (2070 BC):
Not much to report. Scout 1 spots a goody hut across a small lake.
IBT: Apologize to France for our scout's rude intrusion onto France's mountain.
Turn 2: (2030 BC):
Moscow worker --> worker.
New techs to buy: Mapmaking (Inca) and Philo (Inca).
With the loss of pop in Moscow, CoL is now at 20 turns.
Move units, stop to consult with team re: research. Decide to press on.
Turn 3 (1990 BC):
Pop a warrior from that goody hut. There's an unescorted Babylonian settler next to me. Executive decision time: I DoW Babylon and smite the settler, yielding two slaves that should arrive home around 1 AD (OK, not quite that bad).
Turn 4 (1950 BC):
Moscow worker-worker.
Inca have Literature. Geez.
Settle Yaroslavl at the river mouth as agreed to. Start a worker in 10 turns (we can change this).
Turn 5 (1910 BC): France settles in the desert north of Rostov.
St. Petersburg settler-abandons, reducing us to 4 cities again.
Turn 6 (1870 BC): not much
Turn 7 (1830 BC): Moscow worker-worker.
Turn 8 (1790 BC): not much
Turn 9 (1750 BC): Moscow worker-worker.
Turn 10 (1725 BC): not much. There are barbs including a barb hut north of our scout, be wary of going north.
Handoff notes:
There is a group of 3 workers near Novogrod. They should road + mine the space they have just moved to. Then they can move 3NW (along the road) and road/mine that BG. I was in the process of synching up our second group of 3 workers; they are about to group up at Rostov and start road/mining those other BGs at Rostov. We should be able to get Rostov super-productive very quickly. Novogrod is also about to pick up another mined bG in 9 turns, which will help it progress further. And we'll be hooked up to ivory by then, so that's a plus.
It would be very helpful to have the space 1NE of Moscow roaded to be able to actually get east/southeast faster; the river is in the way at the moment. One of the worker groups should do that and work southeast after Rostov is mined up.
Barbs ARE on, so it may be a wise idea to halt our settler for a turn, switch Yaroslavl to a warrior and work the forest (warrior in 2 that way) to escort the settler to its final destination. I just didn't think of it in time to escort it. Oops. I would personally put the settler on the hill immediately west of the spices; that's a nice defensible area, gets the spices, the fish, a couple BGs, and a bunch of hills. It'll be a nice productive town, eventually.
We have two slaves that are under our FAR western warrior; I'm moving the other warrior to join them and then escort home. If I counted right they're 29 spaces from Moscow, so no immediate benefit, but in about 20 they'll arrive in the vicinity of our fifth city and can begin some forestry operations there. Slaves are never a bad thing, and I just couldn't resist.