Turn 21 I switch Moscow's spec to a sci. Tiles and builds look fine.
Turn 22 Moscow finishes a workboat, set to Settler and start a chop. The WB is used for the Crab tile rather than scouting.
Turn 23 GArtist born in a farway land
Turn 24 Report of the most advanced civilizations.
Turn 25 zzz
Turn 26 Chop is finished; settler will be ready in 5t. I can run a 2nd scientist in Moscow without delaying the settler, so I do so. That will give us our Great Person in 11t.
Turn 27 Meet Roosevelt from a galley that has come from the Northeast. He has nothing available to trade, doesn't have a 3rd city yet, lower score than us, and he is already WHEEOH. He is pleased with Gandhi, but I don't open borders yet, but we probably should.
Turn 28,29,30 not much to report. Our settler is almost complete, so I get a worker to get a road ready so we can move the settler into position on the turn its ready. A second worker is in position to chop a forest immediately for the new site.
Turn 31 Settler is out. I move him to the gold site. I assume this is where we want to settle him, but he can't set down until next turn so we could make to make an adjustment if needed.
I've set the capital build to maceman, but nothing is invested and I'm thinking we should do a galley next as Whosit suggested. I also set Moscow to run 3 specialists so we can get our Person as soon as possible. There's a lot of flexibility in Moscow's tiles so feel free to discuss adjustments or optimizations.
At St. Pete's I've been farming the floodplains so we can get some good growth. As noted, we're going to have culture problems here. I'm not sure if we should try and crank some culture buildings as a buttress or just accept it and build military. We're losing 2% to India each turn, so we'll lose some elephant tiles in about 10t.
Next player should probably OB with Roose.