Smoke and Mirrors - 01: The Russians
Pre-turn
I gaze upon our growing empire. I am pleased, but there is much yet that must be done. I see that our axemen have successfully concluded negotions with the barbarians to the north. Excellent.
There are some barbarian archers north of Moscow, however. After some hesitation, I move the nearby axemen into the forest. I'd rather attack across a river than attack into a forest. I look at the warriors we have on the copper near Moscow. I don't think we need them there anymore, we'd probably be better off with a unit fog-busting to the south west. I move them out.
I'm not sure what to do with the chariot near Huayna Capac's empire. While on the one hand we might want to keep an eye on him, he might be better off fog-busting near our territory. The warrior in the area can continue scouting, however. It's almost tempting to attack Ollantaytambo, I think we'd win.

But of course, I don't.
Since I don't use BUG, I'll keep a close eye on Stalingrad so that I can whip the settler as soon as it will cost 2 population. I'll probably throw in an axeman or two to let it grow again, and then build either a worker or a settler, depending on how things shake out. Moscow is working on an axeman and has a courthouse in the building queue (finally found the right spelling! It's been bugging me for awhile), so I might change that.
Granary building in Novosibirsk. So slowwwww. Once the deer camp is done (in 7 turns) it'll help. Hmm, there's a worker on the deer and one on the silver (and the third is building a road to the town) so all our workers are tied up with Novosibirsk. I probably would have had both workers work on the deer to get it done faster (silver won't do us much good until we have a road there, anyway). Mmm, after some thought, I interrupt the worker on the silver mine, planning to have him help finish the deer camp, then maybe help with road building. That seems to be it for now, so I move to the next turn.
Turn 134, 650 BC
North barb moves east, I think I'll pursue. Axe has Combat I and Cover, so I don't think I need to waste a promotion. Should handle the archer fine. Another barb archer popped to the southwest. Hopefully it'll go for our fortified Woodsman I warrior on a forested hill.
Ugh, I move the chariot back home and it lands next to a barb archer (so many!). It should have a decent chance to survive.
Nothin' much else, so hit enter. Oh, wait. I notice that moving that last warrior out of our territory hit us with a maintenance fee. But I think we need the fog busting, so I swallow it for now.
Turn 135, 625 BC
Exciting interrum. None of the barb archers attack, but we see our first barb Axemen out west. Those warriors on the hill will be in some trouble . . . . Move stuff.
Turn 136, 600 BC
More barb chasing. The archers to the north may be going for our horse pasture. Urg.
Can't whip the settler just yet.
Turn 137, 575 BC
Well, the Combat I/Cover Warrior I moved into a forest got wasted by the wandering barb archer. I send the chariot out of Novo to intercept it, lest it molest our workers. If I'm very luck, no barbs will pop to attack the city in the next couple of turns. The only good news is that we're now saving 2 gold from unit maintence and supply, now.
Huayna did us a favor and took out the archer near our territory with his Cover archer. Thanks! Deer camp finishes for Novosibirsk, so I send the one active worker to finish the silver mine. I tell our fog-busting warriors to retreat because they're about to get owned by the barb axeman.
Turn 138, 550 BC
Wounded barbarian archer retreats. I'd like to pursue it, but not at the expense of leaving Novo undefended. I pull the chariot back.
Moscow finishes its Axeman. I'll keep him near our western border to catch barbarians. Moscow has grown to 6 and is at its happy cap. I consider whipping the courthouse, but that'll be 3 population. I can rush a chariot for 2. Hopefully it's not

, but I rush the chariot. We can use another one to hunt down axemen.
I forgot to look at Stalingrad last turn (sorry!) but I now see that I can rush the settler there. I do so, giving it to us next turn instead of in 5. The area around blue dot is thoroughly fog-busted, so I don't think the settler will need an escort.
Turn 139, 525 BC
Stalingrad: Settler > Axeman (5)
Our hearty settlers are ready to strike out into new lands for the glory of Mother Russia and the Mighty Stalin!
I consider letting Moscow put a few more hammers into its courthouse, but we really need a larger workforce, so I have it work on a 6-turn worker.
Still can't trade techs, so it seems neither of our rivals have the Alphabet yet.
Turn 140. 500 BC
Those barb axes show up again to harrass our warriors, but our new chariot is heading out to teach 'em some manners. Do more worker stuff near Novo. I finally have the wherewithal to swith the tiles and work the silver hill. The extra commerce shaves a turn off of Alphabet.
Turn 141, 485 BC
(15 year increments!)
Barb axes are kind enough to move onto plains rather than a hill. Chariot still has to cross water to get to them, though. I give it Combat I and it changes the odds from 88% to 90%. Hmm. I'll have the warriors run again, and maybe the axes will attack the chariot. I don't want to risk my luck with only 90% odds on the offense.
Unit maintenance is rising. I can't remember if you get more leeway with more cities (I imagine that you must) but either way, we'll take a commerce plunge next turn with the blue-dot city.
Turn 142, 470 BC
Barbarian axes did exactly what I wanted and attack the chariot across the river, giving us the best possible odds. Chariot is wounded (2.1/4), so I pull it back into our territory to heal.
We found . . . Karachev (a.k.a Blue Dot [saving St. Petersburg for you-know-where])! Maintenance isn't
too bad, only costing us 2 extra gold for now (-7). Doesn't do anything for unit support, though. I pull back research to 80% because we can still get Alphabet in 5 at only -4 gpt. Ok, -5 gpt when I send another unit out to fogbust (that's gonna start killing us until our commerce gets off the ground). Silver mine finishes! That really helps. But not enough to bump research back to 80%

.
Everything else looks to be in order, new Axeman in 2 and new worker in 3. Ages to go on the granaries in the two neweste cities, though. But the West-East land seal is complete.
Turn 143, 455 BC
Confucianism spreads to Rheims, netting us another gold. Yay. Otherwise, little to report. I do end up bumping up research to save a turn on Alphabet.
Turn 144, 440 BC
Stalingrad grows to size 5: Axeman > Settler (10). Really 5, with whip!

I think we have a good rhythm here: Axeman - Settler at just the right speed.
Um, I send the new troops to Moscow to give them a head-start on the settler. Hm. Should probably think about getting enough axes to burn down that barb town soon, too.
Turn 145, 425 BC
Moscow completes worker, I send him north to pasture Karachev's cows. Arg, costs jump up to 8 gpt and we only have seven in the bank. Alphabet is due in 1 at 90%, but if I move it down it's in 2. I'm gonna see if I can juggle any tiles to help us out. Not really. I dial back because I don't think the consequences of going broke is good. Dial it to 70%; still in 2 turns, and we won't go broke quite yet.
Oh, right, and I switch Moscow off that courthouse and onto a 7-turn Axeman. I just cut the courthouse out of the queue because it's become annoying.
Turn 146, 410 BC
Sweet! Confucianism spreads to both Novosibirsk and Karachev, adding 2 gpt to our shrine
and speeding up Karachev's cultural expansion.
I send our warriors to scout out the barbarian town to the west. The savages call it "Bactrian" and have 2 archers guarding it. 3 or 4 axes shold be more than sufficient to burn it down.
I rush the granary in Novo because I'd rather not wait 16 more turns. It's for their own good. Really.
Turn 147, 395 BC
At long last, our drunken (I mean, "well-humored") scribes have devised a systematic set of symbols with which to write. It's a lot more convenient than trying to decipher their doodles.
OK, this means that I get to choose the tech path. Wait, lemme see if we had something planned . . . . I think we voted for Iron Working, but first I'll see what trades we can make.
Novosibirsk also finishes its Granary, so I start it on a courthouse, not a barracks. It's barely making any hammers as it is.
Ok, our Foreign Advisor says that both Napoleon and Huayna Capac have Sailing, Archery, and Iron Working Available for trade. H.C. has writing, but Nappy does not. Nappy has Meditation, but H.C. does not. They both want Priesthood and Monotheism. I see no reason not to trade either since we have all the benefits already.
*Sigh* Smart tech-trading is not my strong suit, but I'll give it a shot and then you guys can congratulate or criticize me as appropriate.
So, Napoleon will give us Archery and Sailing (356) for Priesthood and Monotheism (401). I could substitute writing for Monotheism, but they're the same cost. It's about as fair as you could make it.
H.C. will give us Iron Working (448) for Meditation, Priesthood, and Monotheism (579). It's weighted in his favor. We could get it straight for alphabet, but that's even more in his favor.
I make the trade with Napoleon. The coastal trading routes from Sailing really help our economy.
I see if I can get I.W. from H.C. for just Mono and Meditation. Not so much.
So I go ahead and give him the 3 techs because it saves us 15 turns (and Napoleon will have them all, anyway).
We're still up by Alphabet, though. These deals seemed about as fair as could be considering the techs available.
Ok, so no iron plunks, but good news! Karachev will have iron in its BFC! Napoleon has iron in Lyon's home squares, and Huayna Capac will have access to iron in Ollantaytambo's BFC. So Napoleon has metal. Eh, we'll manage, I suppose.
Our chariot has healed, so I send it out south to fog-bust.
Oh, as for tech. For me, it was a toss-up between Horseback Riding and Mathematics, but I choose Math because it a) will give us an eventual discount on Currency and b) we all expect war with the French, so it also leads to siege weaponry with Construction! That's my reasoning, anyway. 20 turns, by the way, breaking even at 70% research.
Turn 148, 380 BC
Napoleon adopts Organized Religion. Copy Cat.
Start pasturing Karachev's cows. Ok, Moscow CAN whip the settler at 6-turns-to-go, so I do so. Hopefully it won't upset the Axe->Settler plan, but I guess it could always put a turn into something else if it needs an extra turn to grow to 5.
Turn 149, 365 BC
Moscow: Settler > Axeman.
Our distant warrior has finished mapping out the Northeasternmost end of our continent.
Workers have connected the silver and the quarry has been completed on the marble, but roads must still be laid to connect it. No, wait, we don't need a road: It has a river connection. Should we go for the Temple of Artemis in Stalingrad? Bonus to trade and a free priest.
Turn 150, 350 BC
Nevermind that! The Temple of Artemis has been built in a faraway land, our mystics say. Hrmph.
Well, with the silver and marble both hooked up, I'm not sure if it's worth spending any more worker turns on Novosibirsk. The most we could do is farm the tundra, I think. Man, ice-marble is harsh. It'll stagnate at 3 population in 12 more turns, working the deer, the silver, and the marble, brining in 5 hammers and 9 commerce total. I think the 3 workers should head north to build roads to Karachev and generally build cottages/hook up the iron when the borders expand (in 2 turns).
Rheims' borders have expanded. The axeman we have up there is fog-busting, but I think between us and the French we have enough of a cultural presence to make barb spawns unlikely, so I start to move him south to link up with the other 2 free axemen we have in order to protect our soon-to-be western city and "negotiate" with the barbarians in Bactrian.
Umm, I think everything else is running smoothly.
Turn 151, 335 BC
Pliny must have made a mistake, because he's telling us that France is stronger than Grand Russia. At least we're not dead last, like the Inca.
That barbarian archer that killed our warrior way back when is poking around again. I decide to take him out with our chariot because one more kill will earn him another promotion. We win flawlessly, for great justice!
Ok, as much as I want to keep going, I think I've done enough. As far as I'm concerned, I've just about completed my goals for my set (namely: plant 2 cities and improve our workforce). Well, our newest settler is close to our western border, so it should not be an issue to direct him to whichever spot we eventually decide on (Magenta is still being debated in committee and I don't want to risk the flak for making an "executive decision"). I only built 1 new worker, but with all the relevant jobs finished down south, it's almost like we got 3 new workers.

Didn't get to burn the barb town, but it's probably just as well for the time being.
Moscow grew, so I switch the new citizen from the farm to the third grassland cottage to add a few turns to its growth. The most heavily worked hamlet will grow into a village next turn. The axeman there will also finish training next turn, so maybe another worker? Stalingrad grows next turn. The 3 workers from down south are bunched into one go-to group, but I did NOT leave them or any unit on an auto-path. Once up to Karachev, I'd use at least two for iron-mining duty, and the other for cottages/roads. Actually, I just separated them because we probably will want one of them to start a road out west to help reinforce our new town.
Um, math in 13 turns with a positive cash flow of +2 gpt, so that's nice. I'll just post some pictures of our growing empire.
Northern Russia:
Central Russia:
Southern Russia:
The Northeast Territories:
And the World as We Know it:
And the save!
Roster:
Whosit (just played: for the Glory of Russia)
Dave Hartwick (up)
Glare Seethe (on deck)
radiofreestl
Norvin Green
Xanthus