EDIT: Whoops, just noticed that was the wrong save, redownload if you got it before this morning.
Okay, here we go. I'll post pictures tomorrow, as it's a bit too late tonight. The plan is to get the food resources in Novgorod working and grow to
be in position to whip, settle our fourth city (Rostov?), build a library for scientists in St. Petersburg, and then focus on military.
I made a couple of, um,

moves as they say here, but all in all things went okay.
Preturn
I had initially planned to whip Moscow as soon as it was able to be, but given that it's working 5 strong tiles now, it's best not to lower the happiness I think - we'd have to stop working the plains hamlet, which is itself accounting for nearly 1/6 of our research.
So, it looks like I won't be settling _any_ towns on my turn, as the settler won't be finished without chops before 9 turns, and those workers have other priorities!
I do turn Moscow's avoid growth off - I'll stagnate it manually when it needs to be.
At St. Pete's, Xtream Jr. is building a road that's unnecessary. I stop him. He'll go help get Novgorod on its feet. St. Pete's is going to grow into 2 unhappiness at the same time it finishes it's lighthouse in two turns - that's the perfect storm for whipping.
Papa Serf is building a cottage at St Pete's that we probably won't use for a while, but I keep him working because it will bring a forest chop with it in 3 turns.
I MM St. Pete's to work a plains river tile instead of a plains forest - the lighthouse will come in the same turn and we gain a commerce.
Novgorod is building a scout - not sure if that's a good idea - we'll want some fast unit to scout Cyrus's lands, but I'm afraid he might run into a barbarian archer on the way down (unless Cyrus is getting close.) A chariot would probably be better, but since he has 10 hammers done already I leave him as is.
I keep research on Agriculture - it will come in just in time to farm Novgorod's corn.
I also notice we have trade routes with Huayna, but we have nothing to trade at the moment.
We
could give him a clam for better relations, but I don't think we need to worry about diplomacy too much right now... maybe he'll demand it from us so we can get a +1 "You gave us tribute."
Press Enter.
Turn 1 - 850 BC
MM St. Pete's to work a coast tile, it still grows + finishes lighthouse next turn.
Novgorod grows to size 2.
Well, look who's here! Qin has a city near Novgorod.
I name the axeman "Santiago" (I always call my first Axeman that, for some reason

)
Xtream Jr. heads to Novgorod to help out with the pigs and eventually corn.
Papa Serf continues working on the grassland cottage - he'll finish, and clear the forest, with perfect timing to whip St. Pete's next turn. The hammers from the chop will go directly into the next production, which means we won't have to wait a turn before whipping.
Turn 2 - 835 BC
St. Pete's finishes Lighthouse -> Library. After Papa Serf's cottage chop, the library is

at the cost of half of the people in the city (they were a bunch of ingrates, anyway.)
Turn 3 - 820 BC
St. Pete's finishes Library -> Barracks. Papa Serf goes to chop a forest to help this along - we want to make sure it's up when it's time to whip in 14 turns. In retrospect, it would have been much better to have chopped the settler at Moscow. St. Pete's also hires two scientists - it will grow unhappy in 9 turns, which we should probably avoid as it would force us to switch from the 5F3C clams to the 6F pigs.
Willy & Xtream, Jr. finish the pig pen.
Turn 4 - 805 BC
Research: Agriculture -> Masonry, to hook up our marble and as a prereq for Construction.
Willy & Xtream, Jr. move to hook up the corn.
Turn 5 - 790 BC
Nothing interesting - all the workers are working, no units to move around...
Turn 6 - 775 BC
Novgorod finishes Scout -> Barracks.
Scout is named "Yuri, Jr." and heads southwards to Qin's site.
Turn 7 - 760 BC
Willy and Xtream finish their farm at Novgorod, and Papa Serf finishes his chop. Yuri moves closer to Qin's city.
Turn 8 - 745 BC
Research: Masonry -> Construction
St. Pete's Barracks -> Axeman
Willy & Xtream move to chop a barracks - with both of its food sources in place, we'll be ready to whip Novgorod soon, so I want that barracks in place. The marble can wait, I think, since it can work the mysterious cottage outside of town
Papa Serf, meanwhile, moves to build a road on the grass hill 1s of our next city site. This is my big

move... for some reason I was thinking our next site was the Southern one in B, not the northern one with the two food resources!
Yuri discovers the nearest Cyrus city - it's a junglish city just south of Qin's city, and has silk and horses.
Turn 9 - 730 BC
Moscow Settler -> Axeman. I stagnate Moscow. It's currently working a plains forest, but I'd really like to have it work another plains river cottage, however, we just don't have the worker turns to spare right now - I think we should make it a high priority to have Papa Serf chop a quick worker out at our fourth city. Moscow can, instead of the 1F2P forest, work a 1F3C coastal tile as well.
I send the settler stupidly to the wrong site!
Somewhere, we ran out of gold... our research is still keeping up at 90% though.
Yuri, Jr. walks into Cyrus's land. There's a barbarian warrior nearby he's trying to avoid.
Turn 10 - 715 BC
Wow, 10 turns go fast on Epic!
Yuri, Jr. sets up next to Cyrus's city, and sees a settler inside. He's also ended up, unfortunately, next to the Barbarian warrior - he's in a forest, so he's got a fighting chance... maybe...
Some notes:
1. The settler is in position to settle a fourth city next turn, but... realistically, I think it would be better to move it again... I sent it, kind of without thinking

to the southern site, but the Sheep-Corn site would be MUCH better in retrospect. Whoops - and after all the discussion on it!
2. At Novgorod, our workers will finish their chops in three turns, which will let us whip an axeman (and overflow for almost a full second one)... make sure that the whip will cost at least two population, and don't whip it if there aren't any hammers on the axeman already, or it will be quite wasteful. It has enough production to finish an axeman if need be. Note that Novgorod does NOT have a granary yet. I hate whipping it without one, but with the amount of food it produces (and our low happiness cap) it's not a huge deal.
3. I'm sorry about the imminent demise of Yuri, Jr... in retrospect, it probably would have been better to have just cancelled the scout and started on a granary.
4. St. Pete's can be whipped in 13 turns I believe - just keep checking to see when they forget about our cruelness. Also, it will produce a great scientist in 18 turns (though probably a little few more, as we'll want to work the pigs to recover from whippings.) Does anyone know what technologies he will discover? I think, if we get Meditation, he will discover Taoism. That might actually be pretty useful for us - there's a shot that NO religion will spread on to this continent, so having a monopoly would be nice, and a happiness at St. Pete's and Moscow would be really nice, as they both have oodles of excess food. Finally, St. Pete is growing unhappy in two turns - we might want to turn stagnate growth on (as there's no way to move the tiles around to make it not grow.) Just remember to turn it off whenever we whip it!
5. Moscow is currently working a 1F2P tile - we should get a worker up there (Papa Serf?) asap to hook up another plains cottage, unless he's more useful chopping at Rostov.
6. I had hoped to build up our miserable military more, but I was more focused on getting some basic infrastructure in place (Library, Barracks) and the settler. It should explode in the next two turnsets, however, now that Moscow is in full military mode and we can start whipping axemen in Pete's and Novgorod. We should be ready to declare war not long after catapults come in.
7. After Construction, we need to do
something about happiness. Cyrus's near town has Silks, so Calendar might be eventually, good, though getting Monarchy sooner rather than later would be beneficial. Alphabet would be really nice, especially if we can time Literature so that we can get the Great Library built up soon... argh, too many techs!
8. Demographically, we're tied for #1 in GNP (and that's not even counting that we have libraries in our two good science cities, and we're running two scientist specialists.) We're 6th in production now, but we're not that far off, and Novgorod is in full food mode atm. We're almost #1 in food, and we're not even working Moscow's clams or St. Pete's pigs! That's the main reason I'm not too worried about the production - whipping Novgorod and St. Pete's every 15 turns will bring in 180 hammers/15 turns, which easily puts us in first in hammers
One thing I noticed about SG's is that in writing reports up how many things you notice that you could have done differently... I definitely wasted a few turns here and there. Oh well, live and learn!
Okay, that's about it... oh, here's the save!