(0) Switch Moscow to work boat. We want to get those clam down at St. Peter!
Also, when Moscow grows, we can call the warrior home for police duty, and get unhappiness down by one, allowing us to grow to size 5.
Moscow could use a granary, but we also need that work boat, and the axeman for happiness and safety.
St. Peter, however, gets switched to granary. We have two workers, for now that's all we need.
Research of writing seems fine to me, food is plenty so no need for agriculture, and sailing can only connect us with things we know, so no connection with Beijing anyway.
(1) nothing special. Move southern worker 1 tile, prebuild road.
(2) move southern worker to pigs, start pasture.
(3) horses connected, start roading northern pigs. That worker is already running out of useful things to do.
(4) Moscow grows. Workboat now in 2 since we can work both the horses and copper. Nice site we got there!
(5) our 11-hammer capital gets us 1st place in MFG. Good, that's the most important one imo. 2nd in GNP (!), that's damn good, too, rest kinda average. Nothing happened this turn.
(6) work boat done in Moscow. On its way down to St. Peter's clam. Axeman done in 2 now (because of leftover production and growth). Northern worker, which I've called Willy for no particular reason, finishes roading the sheep and now builds a cottage on a river grassland. That's what we'll probably work on next growth (in 8).
Right after: decide that this was stupid, we could better use a plains, since we won't be able to grow further soon.
(7) Axeman done in 1. Switch to barracks in the meantime, I want to wait for growth (7 turns), then produce the next settler. Barracks takes 9, plus 1 for the axer (can finish in 1 if necessary earlier), so we'll be 3 turns late. That's life, I guess. St. Peter has its sheep pastured now.
(8) void.
(9) a forest grows near Moscow. Outside the fat cross, but that's one more to chop!
(10) work boat at St. Peter now gets the clam. That city is at +8 food! Once we're able to rush that granary, I'll switch to slavery. This will be a whip powerhouse down there!
(11) Writing comes in. Sailing will be next, for a lighthouse both cities mostly. Then maybe Mathematics? HC switches to Slavery, so he's got BW, too.
(12) Cities are connected now. No immediate benefits though.
(13) HC offers open borders. I accept. Also get open borders with Qin, he's pleased with HC, so those two might be our allies during the next centuries. Moscow has grown to 5 (warrior police), can finish barracks in 1, then one turn after the axer. Also, we mapped out almost the whole continent now.
(14) barracks done.
(15) Papa Serf starts to chop for that granary. Should have done so earlier. Willy starts roading towards the site for our next city. The freshly built axeman goes there to await the settler.
(16) ...
(17) Build worker in St. Peter for 1 turn to avoid losing production.
(18)
(19) Sailing comes in. Going for maths. First barbs sighted. And: REVOLUTION!
(20) Vladimir gets killed. Forest chop near St. Peter is finished, gets the granary done far enough to rush it for 1 pop. Next turn, St. Peter will both grow and finish the granary. Then we can continue on the worker, or build something else.
As of now, no beakers have been researched towards Mathematics (because of the revolution). Feel free to change it if you want. Judaism has been founded in the meantime, so I see no reason for us to go the religious route. Also, Masonry can wait until after Mathematics, we won't get #2 settled and culture-expanded that fast.
The axeman is heading to the spot for our next city. From where Willy is now, he can build a road directly to that spot. Maybe Papa Serf can help him, I don't know what else he might do now. Or maybe build a cottage on the river plains tile for St. Peter?
After growth (ie, next turn), St. Peter shouldn't work the pigs any more - we can't grow until the whip wears off, in 15 turns. You can see that by hovering over the rush production icon, it will take as many turns as it shows there above 15 until the unhappiness is gone. I'd suggest working two plains forests or cottage the river tile, and one plains forest. Of course, if you continue with the worker, keep working the pigs.
I think it might be worth a thought to rush the settler in Moscow next turn (when, I suppose, it'll cost 2 pop). Moscow can be a fast grower, too, so it'll recover quite fast. I don't want to give a recommendation here, though, I'm not sure what I'd prefer.
NOTE: I've put
Moscow on "avoid growth". If you want to grow it later, remember this!
I just noticed that Moscow is on +3 food. If we'd cottage another plain, we can get this to 0 by not working the clam, and gain 1 production plus some commerce once the cottage grows. Since Willy is busy, maybe that would be something Papa Serf could do? Or we work a plains forest, forget about the 3 commerce and take 2 hammers instead. The good thing is we don't need a worker up there, then. After the settler is done, in any case.
Now, look at this!
And this is our south:
Finally, the save.
Woobi, your turn!