If we're lucky, the indecisive Portuguese stack will mostly destroy itself attacking Sagres this interturn. Even if it doesn't, we have enough units in the area to contain it, and to advance on Guimaraes before long. Our army will be fully healed and ready to advance into southern Portugal next turn. It probably shouldn't attack the first city to its south, though, because that one's on a hill. All the units stacked with the army (mostly just captive workers, unfortunately) should move out before it does, to get the benefit of the road before the army pillages it as it leaves. The Portuguese still have plenty of units running around, but with Lisbon gone we can reasonably hope that their remaining productive capacity is small. The Portuguese have gems as well as ivory, so before too long we'll have two luxuries. I've switched Sagres and Push the Front from wall builds to a barracks and a curragh, but they can be switched back in case of emergency. Right now our homeless scientist is in Push the Front. He should be moved every couple of turns so that no one city is handicapped. As I've mentioned, Moscow is on a four-turn settler/warrior cycle. With a little adjustment this can be turned into a five-turn cycle yielding a spearman or archer instead of the warrior, if you don't like building the latter. Rostov (our pre-build city) will be fully developed, assuming six worked tiles, once our worker team mines its grassland tile in two turns. It's hard to know whether we should then merge a worker into the city to get it to size six. Obviously the added production would be good, but we'd have to put the lux rate up to 40% or even 50% to keep the town out of disorder at that size. The workers which finish their tasks around Rostov should probably then move east to start extending our road network beyond Yaroslavl. It's never pleasant to waste worker-turns on movement, but it seems necessary in this case.