OK here we go first I wanted to make a couple comments on things I didn't notice before, but are food for thought in your next game.
1. The Spearmen - I would not have built these. Given that we are on regent and are persuing a war type strategy, Offensive units are far more useful. Given our advantage when attacking barbarians, Archers are better for clearing them as well.
2. Worker moves - I didn't notice earlier, but it looks like we have been wasting some worker moves. By having both workers doing the same improvement on the same square. For example: At one point both workers were building a road. Normally a road costs 3 turns, so we wasted a worker turn by having 2 building it. Also, sending two workers to build a road wastes a turn for both of their moves. Not a big deal, but it delays the time till we can re-join the workers.
The Save
Turn Log
Turn 0 - 2550 BC - Switch to build temple
Turn 1 - 2510 BC - Workers chop forest. Scouts reveal fog.
Turn 2 - 2470 BC - Not much scouts move
Turn 3 - 2430 BC - Scout reveals the western city spot. Entertainment to 20% as Moscow grew in the IBT.
Turn 4 - 2390 BC - Scouts keep going. Will disband soon as we need $$ more.
Turn 5 - 2350 BC - Scouts still exploring
Turn 6 - 2310 BC - Chop complete. 1 worker irrigates, 1 roads.
Turn 7 - 2270 BC - Disband a scout. Other keeps going.
IBT - Moscow builds Temple -> Archer
Turn 8 - 2230 BC - Entertainment to 10% - no longer losing money.
Turn 9 - 2190 BC - Worker finishes road. Heads to build road to Horses. MM Moscow to use coast instead of forest. Extra commerce still get Archer in 2.
Turn 10 - 2150 BC - Disband second Scout. Worker moves to furs.
Notes:
1. The worker on the fur can either road or build a colony. We are ony 12 turns from the next cultural expansion, so it may not be worth the colony, but an extra lux right now might be nice, I leave the choice to the team and the next player.
2. The other worker should build a road to the horses.
3. When the archer completes, we should immediately switch to the Heroic Epic as a pre-build for Lighthouse. There were two reasons I didn't do pre-building in my turns.
A. I really wanted at least one offensive unit for fight barbs.
B. Given that we only have one city, the Temple allows it to produce more letting it grow bigger.