Seems like a good set, radio. I enjoyed the account of your rise to power. The only thing that will be remembered more than your accomplishments, I think, is how you so graciously gave up power when your duty was done. Truly the ideal dictator. Edit: In my excitement about the barb town, I forgot to say: Great job, radio, on pulling our finances out of the pit!
Let's see, first thing I noticed: Norvin, make it a priority to take the southern barbarian town for two reasons: One, it is spawning archers. Guard our traveling worker carefully. Second: That town has TWO barbarian workers in it! Capturing them will
greatly boost our workforce and save us time on training our own. Capac has a ton of units in his new border town, so it'll be a race.
I think you can pull units from the following locations: North: There is an axeman fogbusting near Mezh who no longer needs to. Can pull an axe or two from Karachev. Pull a couple axes from Magnitogorsk: The
City Raider II and the
Combat II axes seem ideally suited for the job. With those 4-5 axemen, taking down the barbarian city should be no problem.
The big question is: Can they get there before H.C. decides to take the barb town (and the workers!). It'll take 14 turns for the furthest axe to reach it, I think. I don't know how we could speed it up except by building a road (but it'd take longer to build the road). The other option is to settle a blocking city, but I don't think we have a space settler. We'd probably have to switch Stalingrad to a Settler and whip it ASAP. All I know is that I do NOT want H.C. to nab a town there and I don't want him to get the barb workers.
I'd consider this a priority unless anyone else thinks that I am nuts. Ok, onto other things because I spent far more time on that issue than I thought I would . . . .
Moscow is building a worker, that's good. I don't think it's an issue stagnating it like that, since there are no more fresh cottages to work, anyway. I figure we can keep it on worker duty until a new cottage is built.
The others have calendar (and H.C. has Construction, but won't trade). We don't really have any calendar resources aside from the incense, and I don't think it's critical to get them.
Rather than Metal Casting (the cheap forges
are tempting, what about a Great Library run? I think we can make it and we have the marble. At current research rates, it'll take a total of 22 turns to research the required techs. I'd leave the slider where it is until we go broke or until we gain a little extra commerce (so that we can break even). The free scientists would probably help our research rate.
Builds generally look good, radio. If only they'd go faster.

I don't know why the workers are farming near Magnitogorsk, but since it finishes next turn they should add another mine. Once the courthouse is finished there, we definitely want it on full time combat duty. I don't like the looks on our borders.
Karachev can probably put in a . . . marketplace after the courthouse. Unless science is above 50%, a marketplace would probably do us more good. Glad to see more cottages up there. The worker still has move, so I guess he can start another!
So, I guess I'd still suggest following the Five Turn Plans, build up infrastructure where we need it (we now have more options, with currency done), get a few more workers out because we still have 5 total, and military builds from the towns that can do it.
Stalingrad? I guess it can finish the library, but after that probably assist in beefing up our military. Unless we need a settler real quick. (Edit: Yeah, the Hagia would help us out a great deal if we can nab it. Definitely worth thinking about.)
Edit again: On second thought, maybe we should stick with Metal Casting. The GL
would be nice, but now that I give our situation with our neighbors a second thought, we probably can't afford to complacently sit back and build . . . . Forges would enhance our ability to spit out, well, everything, and we can go for literature afterwords, I suppose. A forge would hasten the construction of a wonder, anyway, and net us an extra happy from the silver.
I don't know what we can trade for the two techs, but if we can get a "one-for-two" deal, let's do it. I think we really need horse archers for two reasons: As already mentioned, they are fast and can be used as a mobile garrison/fast response troops. Secondly, if/when we are attacked, horse archers benefiting from a barracks/stables combo can be given Flanking II and can shred the catapults that will surely be sent at us. Ripping apart Catapults in the open will surely thwart any attempt to quickly take our cities, hopefully giving us enough time to muster a counter-attack. Magnitogorsk should build a stable/HAs as soon as we are able to.