I was sort of waiting to hear from SCT. No hurry. We're ahead of most, if not all, of the other teams. Hope he is OK. Indeed.
Here is a rough plan for comments for the next turn set:
Research:
A Great Engineer is due in two turns and will be used to bulb Gunpowder. Unless we're going to research Chemistry next, why not hold off on bulbing. We might get lucky and have other civs research Gunpowder.
Once we have Gunpowder, switch back to Printing Press. And continue research at 100%.
Civics:
With the coming of the Great Engineer in Moscow, we change to Pacifism.
At what point do we want to change to Caste? Perhaps we should wait and see how many cities we decide to build? Yes, and that may include some exporation time.
Great People:
Do we contaminate the gene pool in St. Pete to include a Scientist to speed the, hopefully, Engineer? Once we complete National Epic, the gene pool gets contaminated with an Artist. Once we complete NE, the tripling of GP production rate (as opposed to just doubling) may tip the balance in favor of slowing settler production in favor of GP production. Until we have NE, suggest we don't run scientist(s). Forgotten the relevant discussion . . . Isn't a GS pretty valuable to us at this stage?
Cities:
Moscow change build to a Work Boat. Not sure I agree with this. We can't keep the Indain caravel from negating the growth benefits of at least one of our nets without another ship, and if G brings his galley into play (which admittedly seems a bit unlikely at this late date), we would probably have to accept peace. Moreover, we will have later use for a galley, perhaps upgraded to a galleon, to explore and/or transport settler(s) and eventually to transport troops. If we don't build a galley in Moscow, then we might choose to immediately risk our caravel in a fight with G's. I think G's will attack if we defend a net with it. Alternatively, we could concede the loss of food production and send the caravel to either Delhi's harbor or to explore. , then another Settler. Would it be worth considering a Barracks and then Heroic Epic here? Whether we build HE in Moscow or not, it will have some hammers for unit production and eventually 2 forests to chop, so a barracks makes sense.
St. Petersburg complete Settler and then National Epic.
Horse City change production to Wealth until pop 4, back to Worker and pop-rush it.
Novgorod culture for 3-turns then a LB. Let's wait the three turns to decide if we need such an expensive MP.
Orange City continues Caravel.
Priority of founding cities:
1. North of Delhi, 1-tile north of Iron.
2. NW of St. Pete, on the Grass Hill 2-tiles north of Crab.
3. Ice City, 1-tile SE of Iron. That site does not put the furs in the fat cross and should only be used in conjunction with a city 2W of the beavers, (which still has merit).
Worker actions:
Worker4, south of Bombay, heads for the new city north of Delhi to Pasture the Cows and then mine the Iron. Cows need to be pastured quickly. Suggest sending the worker now on the OC mine to the cows as soon as mine is completed.
Moscow area send a Worker from Horse City to build a Water Mill on the plains tile west of the city and then a Windmill on the Desert Hill. (CP wanted a farm on the Plains tile, reasoning? Moscow has the potential to grow large fast once we stop whipping settlers. Putting citizens on a desert windmill and 2 grassland workshops will slow growth down. Think we ought to counter that a bit with a farm on the plains (which we can alter later). )
St. Petersburg build roads on the forests in preparation of getting to Scientific Method to build Forest Preserves. Needs to be done, but don't see it as work for the next turn set.
Horse City Mine the Grass Hill and then build Workshops on the grass tiles. The grassland WSW of HC could be farmed eventually, if we end up settling 2W of the beaver, and that extra food will be needed to work all the rest of the city's potential hammer tiles.
Orange City cut forest NW of the city, build a Camp on the Fur tile east of the city and then begin building Water Mills on the grass tiles along the river and Workshops on the grass tiles away from the river. Same kind of situation here: need to farm for growth to quickly generate enough citizens to take advantage of the hammer (and fur/gold) tiles potentially available.
Novgorod pasture the Cow tile once the borders expand, then build Windmills on the Plains and Grass Hills and then Workshops on grass tiles. Same logic: once you have farmed an OC grassland, you can farm one in N. BTW, aren't we going to get Biology before Replaceable Parts?
Unit orders.
Land the LB off of the Galley onto the Silver Hill south of the mountain tile. Object to this. We learn a great deal about the island at little risk if you unload him on the hill ESE of the galley.
Use the Knight to cover the Settler headed for the area north of Delhi. Let's see where the Indian worker goes before committing our knight.
LB in Moscow heads for the new city site north of Delhi, accompanying the Worker part of the way.
Our Caravel remains in the St. Pete area to protect the nets there. Don't think G will let him protect the nets, but will attack if able.
Trades.
Mao has Gunpowder already, but no chance for a trade.
Trade for Maps with Mao, De Gaulle and Roosevelt, they cost 5-gold each.
Once we have both Fur hooked, we can look for further resource trades.
Watch for other techs coming onto the market.