We need to decide what to research next. From the discussion so far and looking at the map, I think there are three main contenders:
1. Animal Husbandry.
This is based on the strategy of finding out where horses are, possibly using the cows, and heading towards open borders from writing.
Advantages:
Disadvantages:
2. Sailing
This is based on wanting to expand and find other civs.
Advantages:
Disadvantages:
3. Wheel (then pottery)
The science path.
Advantages:
Disadvantages:
Based on that reasoning, my vote goes for the wheel.
I'll hold off till later before I start my turnset to see what other people think, since the first thing I need to do is choose the research tech.
1. Animal Husbandry.
This is based on the strategy of finding out where horses are, possibly using the cows, and heading towards open borders from writing.
Advantages:
- Gives us a reasonably quick path to writing.
- We find out where horses are to help plan future cities. (NB. This may be good for production, but arguably isn't as important from a military POV now we know we do in principle have copper available).
- We can use the cow to get a city with reasonable food/production, in particular to help pump out settlers.
- If horses are available, gives us much stronger defence once we've hooked them up (except we need the wheel too).
Disadvantages:
- If there's no horses on Muskovy Isle, we'll have partially wasted the research time.
- Even if there are horses, unless they are in Moscow's radius, we won't really be able to use the knowledge straight away. We'll get horse-riding in 14-15 turns, but won't build our settler for another 20-25 turns, and we've already earmarked the floodplains city site for him (unless we change our mind about where to put that city).
- It doesn't do anything to help future science.
2. Sailing
This is based on wanting to expand and find other civs.
Advantages:
- If we decide to do so, we can use it to start colonizing the Greco-Chines continent
- Gives us a quick route across to found a city by the copper (the alternative is about a 14-turn journey through the jungle)
- Allows us to start exploring with a vessel that can defend itself (or to defend our fishing nets)
Disadvantages:
- Doesn't do much for science (may help a bit to use coastal tiles, but only if we build lighthouses)
- As with AH, we're getting the knowledge before we can use it. 14-15 turns, some time before our first settler is due.
3. Wheel (then pottery)
The science path.
Advantages:
- Allows us to build cottages, which means further science starts coming more quickly.
- The timing is almost perfect for St. Petersburg, if we stick to our plans for where to found it. We'll have pottery in around 20 turns, a few turns before the settler roles off the production line. We can therefore cottage that flood-plains tile straight away (if we have a worker)
Disadvantages:
- We still have nothing but warriors for defence (but with cottages we can get archery more quickly)
Based on that reasoning, my vote goes for the wheel.
I'll hold off till later before I start my turnset to see what other people think, since the first thing I need to do is choose the research tech.