Ok, here's my 1st try:
Pre-turn check: With the game irrigated, St. Pete's will produce 15F and 8S @ size 5 (need 2 mined BG, irr. Cattle, irr game, and forrest). I sure hope we don't get -1 corruption @ size 5. Unit count: 1 scout, 2 workers, 1 conscript warrior.
IBT: Nothing
1. 2550 BC
2Workers mine grass, scout moves NE, next to Barb camp!
IBT: Barbs move away from Scout! Note: This is the southern scout and I renamed him "Scout1"
2. 2510 BC
Moscow scout2 -> warrior adjust slider to keep St. Pete's happy (-1g) Scout1 (southern) E,E sees mountain gems: Scout2 (Moscow) SE, S,S,S Parks next to a barb (maybe he'll get lucky too!). Switch preference to slow down movement
IBT: Barb kills Scout2 (RIP)
3. 2470 BC
Scout1 E, SE to hill; MM St. Pete's for extra research gold
IBT: nothing (barb south of us fortifies)
4. 2430 BC
St. Petes, Settler -> warrior; Move workers to roaded BG, Settler & conscript warrior go E towards silks; Scout1 E,E; MM Moscow off mined BG to regular BG. MM St. Petes off horse to mined BG (warrior in 2); Adjust slider for St. Pete (-1gpt)
5. 2390 BC
2 Workers mine bonus grass, settler & warrior move SE, Scout1 moves E, NE, sees goody hut N of inland lake, MM St. Pete's & Moscow so Moscow has cow and St. Pete has roaded BG, adjust slider for St. Pete unhappyness (-1g)
6. 2350 BC
Moscow warrior -> warrior; St. Pete's warrior -> settler; adjust slider; Settler & Warrior SE (sees wheat SE,S from spot); Moscow warrior SE, S, S to challenge barb; Scout1 NE, N towards hut
7. 2310 BC
MM Moscow & St Pete's so Petes grows in 2T. Bad news, St. Pete's makes 6spt (7-1 for corruption) with the forrest being used. The game and the horses must be mined for a 4T settler pump to work here (I think, though maybe not).
Novgorod founded on the forest next to the inland lake. Novgorod set to build scout. Regular warrior defeats barb (-2hp). Scout1 NW pops hut and we get Warrior Code, then moves NE.
Trades: Only Korea down WC. Will offer 56g I will wait 1 turn to see if they are researching it
8. 2270 BC
2 Workers finish mine, move SE, E to horses; Wounded warrior fortifies. Scout E, E to hill
Trades: Korea still offering only 56g for WC. I decide to take it since they will probably buy it from Carthage soon.
9. 2230 BC
2 Workers mine horse grass. St. Pete's may be ok as is. Will have to check after 1st settler built., Scout1 S to mountain
10. 2190 BC
Moscow warrior -> warrior, Moscow warrior moves to St. Pete's, slider adjusted; Warrior1 south of St. Pete's is healed and moves S; Scout1 SE, S to hill. St. Pete's settler due in 1T, growth due in 1T
Trades: Arabs have a worker in Capitol but we only have 95g and can't buy him.
I don't think St. Pete's can be a 4T settler pump right now but I am not 100% sure due to the corruption wildcard. I believe we have to mine the game and then work the mined horse instead of the forrest. This will give us 15fpt (+5fpt) and 7spt, with the computer kindly switching over to the forrest when we grow to size 6 and we MM to a grass.
Unit Count: 1 Scout, 4 Warriors, 2 Workers. 1 Settler due in 1 turn, 1 Scout due in 2 turns. I recommend Novgorod builds a worker next and St. Pete's stays with the settlers.
We have 3 cities and 95 gold in the bank (making -1gpt

)
Here's the
save