okey dokey so here goes - for the record, my first SG turnlog!
Our research path is pretty clear: get to MT ASAP. To do this, we're going to generate as many Great Artists as possible while researching liberalism. We use the artists to grab Nationalism before Liberalism comes in, then use the free tech from liberalism to grab MT. Infra-wise, I will focus on barracks and forges. Novgorod and Rostov will have workers out in the next 4 and 1 turns respectively. Coupled with earlier workers built, I think we will have enough to construct the roads and resource improvements we need.
Inerited Turn(0): I take a look around the fledgeling empire, taking note of things. St. Petersburg will be a fantastic military unit factory when it grows up - iron, marble, loaf o' bread, marble, etc... I note that our GPP factory (Moscow) is already setup for artists by the dozen - wow! 6 artists + Phi + Pacifism = 54 GPP/turn! Speaker, as always, has done a consummate job of setting things up, so I move on to my first turn.
IBT: Unfazed by the river and woods that our explorer is camped in, Toku decides to take a crack at him with a longbow. The result: Toku is short one longbow! Our explorer is badly hurt (.6), so I leave him fortified in the forest to heal.
1150 AD (1) - Gunpowder comes in and I set our sights on Liberalism, which is due in 35 turns. Our allies haven't started on it yet, and I expect this will be much less as our population grows and improvements are finished.
Tokugawa's doing some scouting also it seems; I let the explorer be since it can't do any harm to us, and we are back enough where I'm not worried about any information he will get from it.
I start our longbow near Paris on a path into Monty's lands for intel purposes - who knows, maybe we can catch some decent pillaging? I've outlined the projected path for sneakiness in the SS:
I move some workers around and start the Iron mine near St. Petersburg; I figure that getting that city's production boosted is first important before doing more roads, and we have other workers around to build roads. I start a gold mine near moscow - when that's done we can drop luxuries OR allow some cities to grow. Plantations are also being built, so the happy problem will be short-lived... until WW starts to grow.
Rostov is started on a forge, to be followed by a barracks. I set the worker near there to build a mine on the nearby hill; I debated starting a cottage on the floodplain, but decided that could wait until the mine was operational.
1175 AD (2): The first of our great Nationalist Artists is born one Homer... Not a very Russian Name, so I rename him Nicholas Rimsky-Korsikov - a great RUSSIAN composer! Born in the 1800's, Korsikov (sp?) was a mid-to-late Romantic era composer, and since Romantic era music was all about NATIONALITY, well it just seemed too apropo
Liberalism drops to 13 turns after our allies begin research on it... we might have to slow it down a bit, since we will get our second GA in 4 turns, and our third ~7-10 turns after that.
1200 AD (3): Monty's got some x-bowmen and caty's roaming the French countryside... my longbowman has a greater mission, however, and passes them up.
IBT: Our explorer is attacked and killed by Toku's Samurai... hopefully he doesn't have many of those yet, and can't severely threaten Lizzie to our North
1225 AD (4): Worker finished in Novgorod, started on a forge. Gold hooked up near Moscow, which allows me to fire 2 Artists in favor of allowing Moscow to grow in 1 turn. I realize that this delays our push somewhat, but the extra pop point will allow yet another artist to be hired in Moscow, decreasing the overall time IMO. Also, spices are hooked up, giving yet another happy point. Worker near Moscow starts the road towards the horses
1250 AD (5): We're now at half a million souls! Yippee! The worker that finished the spices starts on a road towards the north, to expedite future expansion in that direction.
Since Moscow was set to grow in 2 turns, I MM it to grow in 1... we'll have 2 additional GA's pumping points out for us next turn!
1275 AD (6): Begin some cottaging near Rostov on a FP - we'll need SOME income before we start pillaging and plundering! I MM Moscow again - it is now back up to 63 GPP/turn! As soon as we get some more luxuries hooked up, Moscow is set to grow again in 1(!) turn.
Another worker is dispatched on the Road to Horses
1300 AD (7): Iron is hooked up, St. Petersburg finished barracks and moves to forge.
1325 AD (8): Thespis is born in Moscow... Now I respect Thespis' works and all (I think...), but Thespis is not a RUSSIAN name... so he gets renamed to Peter Ilych Tchaikovsky. P.I.T was a RUSSIAN composer, also of the Romantic era, and guess what? He also wrote music using Russian <i>Singspiel</i>, which is German for "Folk Music" - a major influence of Romantic era music (which we have earlier established has proper Nationalistic roots). Liberalism is due in 6 turns, and we are due to get our 3rd GA in 4 turns... the only thing I ask is that the next player give that GA a suitably RUSSIAN name!
St. Petersburg is set to grow into unhappiness (due to no military unit), so I MM it to prevent growth. Incidentally, it cuts Forge time down to 5 turns. Unfortunately, I have to reduce science to 40%, since we had no money left and were still at a deficit. Liberalism increases to 7 turns once again... the next couple turns should see us able to pull it back up, as cottages and other factors provide more income.
1350 AD (9): Quiet turn - workers continue building roads and such. Our longbowman enters Monty's territory - if all is clear, I'll see if I can pillage his iron heh heh heh. Science bumped back up to 50% with new cottage income
1400 AD (10): Our intrepid longbowman stumbled - literally - on Tenochtitlan! Fortunately, he's in a forest, so hopefully he can be extracted without loss.
Sacre Bleu!!! The French have planted a city near our horses!!! I don't know how good the AI is with trades in Alliance type games, but hopefully we'll be able to get them once he connects them; by the time we get there, the borders will likely have expanded - espectially since he's building a theatre in there... GRRR!
I leave the workers awaiting orders for the next player.
Nothing too too big to do except make sure we got those GA's and the horses... 1/2 aint bad in baseball, is it?
Hopefully there will be some way around this.
Finally, an overview of the Russian Empire - not much has visibly changed from last time.
LAST of all, the SAVE!