Okay, my goals are to resolve the war with Cyrus (capturing Tarsus and hopefully getting Monotheism) and then have a revolution to Bureaucracy, Representation, and Organized Religion. After that, I'm going to focus on infrastructure and, importantly, workers (we have FAR too few right now with these new cities.)
Preturn
Okay, I'm confused. Apparently, the galley near Yaroslavl' landed troops in our lands. Our axeman is standing at the "Border Guard" sign, wounded, with no movement left. Cyrus has an unwounded skirmisher on the hill W of Yaroslavl' that is in position to attack IBT. Xtream, you NEED to mention these things in your report!
I whip (at double cost

) a spearman in Yaroslavl' to protect it. On the plus side, his galley might not pillage our fish if it's in "troop transport" mode. We can hope:
I find the Tango - it's down far south. I stop it from exploring: it would have been much more useful protecting our coast or getting Papa Serf off of North Island.
Checking our workers:
Papa Serf is stuck on the island. Yak switches to a galley (to be whipped as soon as possible.)
POOHEAD is renamed Radu. He's a turn away from farming the forest not marked by any sign in Moscow. Note that, following Thrar's signs, it was implicit not to touch that forest, since you need two forests for health benefits. He goes to chop a forest and irrigate Rostov's corn.
Albert & Willy aren't doing too much useful - I have them go connect our incense, and then get a couple of farms up around Yek.
Xtream, Jr. is building a plains cottage in Novgorod. Since that will be a farm someday, I tell him to stop - he'll go help our cities in the south.
Checking our cities:
I switch St. Pete's from a settler to a worker. It will whip this next round once it's GP comes in - we need worker turns more than another city, I think.
Novgorod switches from a Courthouse to the Great Library.
Yaroslavl' whips a spearman.
Yek needs a couple of farms.
Yak needs a lighthouse next, but it's working on a galley to free Papa Serf.
I put in (with signs) an irrigation line that we can use for Novgorod.
I bump our science rate to 90% (+10% culture) to get Civil Service in 2 turns instead of 3.
Okay, and away we go!
IBT:
Cyrus's immortal pillages a hamlet->cottage by Yaroslavl'. His galley moves back to Tarsus, without touching our fishes! One of the problems with the single-minded AI scripts, not that I'm complaining.
Turn 1 - 665 AD
Euclid has been born in St. Petersburg. The options for his academy are: Moscow (currently highest commerce, due to palace, and will be even higher with Bureaucracy coming in), St. Pete's (second best science, and will pass Moscow at some point), Persepolis (best eventual science city.) I'll think about it while I play out the turn. I settle on Moscow for the immediate research benefit.
This is weird. The WW in Novgorod has disappeared. I guess they got a little bloodthirsty when our cottage got pillaged
Xtream, Jr. begins making a road down to our new cities - it's worth doing now to get new workers down there, I believe.
Our spearman kills Cyrus's immortal.
St. Pete is whipped for a worker. It stops running specialists, and I assign instruct it's citizens to focus on commerce.
Our army rests one turn in Persepolis.
Our border guard rests until he is healed.
The Tango begins it's journey back north (you just
had to get your specimens from the arctic, eh Dr. Maturin?)
I trade our extra horse to Huayna for 4 gold/turn. Be sure to check this every so often to see if he's got more money to give for it! Plus, since we're probably only going to go after him once we have Cossacks (+50% vs. mounted I think?) it's not going to hurt us if he has a bunch of knights around
Turn 2 - 680 AD
Civil Service comes in. The research choices are: Music, HBR, Monotheism, Monarchy,Nationalism (!), Paper, Metal Casting, and Compass. I really should have asked for advice on this before I played... oh well. I'm torn between:
1. Metal Casting
2. Compass
3. Paper
Paper brings us closer to Liberalism->Nationalism->Military Tradition for Cossacks. Metal Casting gives us forges for the hammers, a chance at the Colossus (Moscow could probably build it very quickly), and Compass gives us cheap harbors that will be very nice for health+commerce. Ultimately, despite the fact that Qin already has metalcasting, and so we could probably trade for it soon, with the slow pace the AI is teching at on our continent,
it seemed risky. It was a sub-optimal choice...
Moscow finishes Market->Worker
St. Petes finishers Worker->Archer (we need some city garrisons)
Our incense is hooked up.
Our new worker is named "Rodka the Rascal" and heads to the south.
Our army rolls out towards Tarsus.
Euclid will now discover paper for us. I don't think it's worth it, though - Paper is a relatively cheap technology. He opens a "School of Geometry & Dance" in Moscow.
Turn 3 - 695 AD
Our spare two catapults move south to Persepolis, and our army marches on Tarsus. Otherwise, nothing much happens.
Turn 4 - 710 AD
Persepolis comes out of revolt, begins on a worker- It has NO tile improvements. Did you pillage it Xtream?
Rostov finishes Market -> Lighthouse (it will need to work it's coast tiles soon)
Cyrus sends a galley out of Gordium with an archer in a settler right behind the Tango. I position the Tango to block his passage north.
IBT:
Our medic Axeman defeats an Immortal in Persepolis.
Cyrus moves two axeman (including a combat 3!) next to our army in Tarsus - I'm going to sack Tarsus next round to make peace, or else our City Raider axes are going to get cut to bits.
Turn 5 - 725 AD
Use two catapults to lower the defense of Tarsus a bit. Send in a collateral 1 catapult, who doesn't do a whole lot before dying. Send in a combat 1 (?) catapult who does do some serious damage. The two axemen head in and win easily:
Our "border guard" moves south to Tarsus. The Tango, after it scared the settler galley back to port, continues north. Arbela, Cyrus's capital, is going to be tough nut to crack, as it's on a hill with a City Garrison 2 archer.
Cyrus will pay handsomely for peace:
I revolt into Representation, Organized Religion, and Bueracracy. It's not an easy transistion for our poor people:
Turn 6 - 740 AD
Anarchy in the R.E.!
Cyrus converts to Christianity. Now that we respect Cyrus's borders again, The Tango is trapped down south, and with Cyrus's conversion we won't be able to get Open Borders with him. On the plus side, it means we shouldn't get another -1 "declared war on our friend" from Qin & Huayna when we finish him off.
I promote a City Raider 2 axeman to CR3 so we can build the Heroic Epic, and name him Nikolai.
Turn 7 - 755 AD
Anarchy in the R.E.!
The Great Library has been built in a faraway land

It was someone not on our continent.
Turn 8 - 770 AD
Law once again reigns supreme in the Russian Empire. Thanks to representation, I can turn the culture slider back down to 0%.
Nikolai decides to show off against a barbarian warrior in front of Cyrus's men.
Yaktukst whips it's galley (it had to grow to size 4 before it could.)
Novgorod can't finish Great Library -> National Epic
Turn 9 - 785 AD
Moscow finishes Worker -> Worker
Yak finishes Galley -> Granary
Tarsus comes online, giving us spices.
Grr... Qin & Huayna both have Metalcasting now, we could have traded for it. Bah, that was not a good move on my part.
Yak's galley picks up Papa Serf.
Turn 10 - 800 AD
Yak finishes Granary -> Lighthouse
Papa Serf gets dropped off on the west side of the island. Be sure to have the galley wait for him!
Post-Turn Wrapup
Metalcasting will be learned in 1 turn. There's a worker near St. Pete's that's headed south to our new lands, and we have two workers building roads to the cities along the coast and in the interior respectively. I'm not sure if assigning two workers to road-building was a good idea, but it had to be done at some point if we want to get troops/more workers down south in any reasonable amount of time.
Cyrus should be crippled now - he only had 3 cities remaining when I made peace with him, so we took half his empire (including his capital.)
Our economy, despite how far our cities are from our capital, is running pretty well. We can run 60% (-5 gpt) or 50% (+15 gpt).
I've put some signs up, and removed some, including the irrigation path to Novgorod's corn and a sign where I think we should place a city down in the jungle as a workshop production town.
Oh, Taoism spread to about 2-3 more cities during my turns. I
really want a shrine now...
Phew! That's all.