@dV, C63 and All,
The early turns are kind of boring, but they set the foundation for the Palace to come! We are right on my test game timeline. Once the settler is built, we just need to grow Moscow. Wb to be the next build to allow growth and then either settler or SH? That is the next big decision!
Regarding tech:
Mysticism will be done in five turns. What to research next? The worker is committed to two more turns on quarry, then we need to road the stone (how many turns ... maybe 5?) At our current science, we could get archery in 9 turns the advisor says (maybe he can't count, as it is 133 flasks and we make 12 per turn???). If we find horse, we will want that anyway for HA, and I think we want archers available in case a surprise walks across the isthmus. After road on stone, I think worker should mine hill. This will rush WB in Moscow and increase hammers that the 4th citizen (due in 12 turns from handoff) produces. City, quarry and mine will be 9 hammers per turn and still +5 food per turn, not too shabby!
Since the worker is already committed to other projects, I think we can get archery before pottery without delaying any cottages or granaries. After archery-pottery, maybe iron working or AH? Another reason for archery is that if we want to get city at the isthmus soon, it will need more defense than warriors being on the frontier.
About builds in Moscow:
Workboat next, starts in 1 turn after settler. Found St. Pete at old setter start. Interesting question - in St. Pete, work 3/0/1/ or 2/0/2 tile? Back to Moscow ... start WB after settler. Takes 23 turns at current 2 H per turn. That gets better after new pop (5 turns post settler) works quarry (now 6 H per turn) and considering that, WB should take only 11 turns from when we start it. If we get to chop the hill we will mine, WB can be done that much sooner.
Anyone know if there is an overflow trick we can use for henge? If we chop WB when almost done and have henge already in the queue, is the chop wonder penalty still applied (is there even a chop wonder penalty, or am I confusing with pop rush penalty)? If still penalty, then if we chop WB (which we have to do if we plan to mine the hill), we need to be sure to dump the overflow hammers into settler, then switch to henge.
We should have 9 H per turn soon after WB is done, and I'd say go straight for henge (10 turns at 9H per turn), and pop 5 should arrive in time to work forest hill to speed up further. The sooner henge is up, the sooner we can get a WB on the second clam in St. Pete, and make it a food and commerce powerhouse.
Eventually, I would like to see St. Pete be a pure science specialist city. Academy, four or so scientists, maybe even some science super specialists. That worked really well in my test game. That means farming the FP and grass to max number of specialists. Since we get 2x GP points, I think farm + specialist is stronger than cottage for this game.
I would see us eventually making most workers and settlers in St.Pete (using food), using hammers in Moscow for troops and buildings.
To summarize, I am thinking
Tech: finish Myst in 5, Archery in 10, Pottery in 12, then who knows?
Build Moscow: WB (chopped?), henge, settler, WB (for 2nd clams St P) then Barracks? Worker? WB for scouting?
St. Pete: work 3/0/1 for faster growth, 4/0/2 after WB on clams
dV