All we absolutely need after Mysticism is Fishing. Pottery would be a big help, but it might be too long to wait. If you can put a city down and chop a monument, you'll have fifteen turns anyway to get a border pop, so having fishing take fifteenish turns is okay as we can chop (most of) the boat.
I'd recommend halting the settler for now (another unit is another unit cost), at least til about 2-5 turns away from when Mysticism is done. Until then, work max food and put your hammers into barracks. Once you get up to max pop switch to a worker and then another settler. Best case scenario you whip the barracks for 2 pop and spill into axemen. Although with the cow you might have too many hammers. If that's the case Moscow can turn into a pretty solid production city at 5 pop working the cow, mines and a forest at stagnant growth until the barracks is done, and then.
Workerwise:
The one on bronze can stay at St. Pete and develope it but the other one, after the highway's complete should come back and prep the wheat. Wheat needs a road and a prechopped forrest and I think the timing's just about perfect with the waiting for Mysticism thing. If not, I think you can chop the forrest down to one turn and then have him build a mine. It will say 11 turns for the mine but once you stop and finish the chop you'll only have 2 turns or whatever left on the mine (I've never tried this, I might be full of it). After that, Moscow needs two more mines and maybe one more farm. And, there's the road up to deer.
Micromanagement on whipping:
Granary or not Moscow's gonna be whipping Axemen, and it needs to do it for two pop. (with the food power present, and the need to rush Ragnar it has to be done). The key to doing this is to make sure the overflow + the hammers worked on the first turn are 6

or less. With all those mines you'll have that means you'll be working the floodplains, farm or no farm. What I'd do is after a whip, go max food until 1 turn from unhappy. You can always pause and go stagnant growth working cow, mines and plains forest. Once it's okay to whip finish and axeman keeping close eye on overflow. Getting an overflow of 3

or ending up at 55/52 on the axeman is the most you'll want to do as the next turn you'll want to work the cow and max food for 3 more

to stay within the 6

or less, allowing you to whip the 2 pop. Even if you end up whipping every 17 or 19 turns it's okay, the production comes from the 2 pop (but because of Moscow's ability to grow so fast). So... you'll need to micromanage the turn or two up to the completion of an axeman and the turn right after. With all those mines the numbers might not always come out just perfect and because the mines are the only tiles that slow your growth down (i.e., 1

tiles), you'll have to work your non hammer tiles (floodplains) which will put you into unhappiness. This will be okay; a turn or two in unhappiness will be worth the ability to churn out axemen this quick. An alternate way to control the population would be to hire them as scientists for a turn or two while all this happens. Of course, that would take a whipped library and slow down the rush but hey, whatever you wanna do. (and sorry for that block paragraph rant; i'd tried my best to be clear

)
So yeah, I vote for the wheat. Deer takes a road, eight turns for a deer camp, 8 turns for a fur camp, growth to pop 2; it's really not gonna be any immediate help anyway, which is okay (repeating my first paragraph) all we need is Myst and Fishing. And, the wheat is more needing of a border pop anyway (where deer isn't), so might as well get it out sooner. Although, deer will be a help, get it out soon (and crash the economy even more after Fishing/mostofPottery). A perfect situation would be be deer turning over to pop 2 onto a fur camp while your army's leaving for Nidaros, but that's a little too much to ask.
