Preflight check 1000BC
-Swap St. Pete to work 2 caostal, 1 floodplain, 1 fish for growth in 5, 9 beakers, lighthouse in 30. I'd rather have the growth & cash immediately - I'll rearrange after growth due to happiness limits
-Swap Novgorod to Pyramids . . .this place is going to be a production powerhouse
*Moscow
can't really grow due to health/happy limitations so wrokers/settlers and a unit or two are good there
= wake scout hiding in Novgorod and send him to the NE
= send Lucky SE
. . .and GO!
T1 975BC Well here's a surprise . . .Some guy named Alexander popped up to say howdy. Thermopolae lies on the other side of our SE mountain just below our iron . . .
I stack 2 workers on pasture to finish it up . . .I like stacks
T2 950BC
*Wee kan rite . . .learning to add in 10
= worker stack roads pigs instantly
= worker farms Novgorod floodplains
- wake warrior @ St Pete & send to Moscow for escort
T3 925BC
= worker stack sent to hill S of Novgorod
+ Lucky Guy finds a barb city in the Southland
T4 900BC
* After much consideration due to recent developments, I send Settler S (by spot #5) to claim Iron and start pressuring Thermopolae - I'd actually rather push West to get that stone up, but don't want to leave the South open.
= worker stack set to mine/clear forest in 4
- Moscow orders worker in 4
T5 875BC
- St Pete grows to 5 - I set them to 4 water tiles and 1 river plains for 12 beakers. they're at happines limit

- Novgorod grows to 3 - pyramids started at 225 turns 4 turns ago . . .now down to 48 and growing again in 6

* Oh and our scout has found the spot for the Ultimate Fishing Villiage (TM) . . .more later although New City will have to move or something . . .
****Random commentary . . . we are now working pigs, fish, deer, and horses but nobody's gaining benefit from them because they aren't roaded. Roads = good. We're losing food in our capitol when we shouldn't be
T6 850BC
We're needing more workers so Moscow should stay busy. I'm swapping St Pete over to Settler in 10
T7 825 BC
= send lone worker towards Moscow
* make last-minute decision on city placement
T8 800BC
Alex wants open borders . . . I don't think so.
*Rostov founded -> scout in 8 - Lucky Guy serving guard duty for a bit
- Moscow worker done -> worker in 4
T9 775BC
blah
T10 750BC
Novgorod is connected to capitol! Copper & pigs hooked. St. Pete next turn . . .
Northern sout pops hut for $52 . . .weird place for corn . . .
BTW . . .Alex has both horses and elephant
T11 725BC
blah . . .
T12 700BC
= worker #5 done in Moscow -> worker in 4
. . .building roads . . .
T13 675BC
* Math learned . . .let's figure out what to do with these horses we got (10)
T14 650BC
blah
T15 625BC
Barbs spotted attempting to molest our Novgorod workers! This is unacceptable. Guard moved to defend workers . . .
T16 600BC
Barbs take the bait and attack our warrior on a hill. They die of course, but another appears to replace it. . .
- Rostov scout done -> archer in 12
-St Pete settler done -> chariot in 3
-Moscow worker done -> barracks (3) . . .we need barb defense so might as well
Our Novgorod warrior is at 1/2 . . .we could lose him and the workers to the awaiting barb so . . .
We now have a 2.5/5 axer fortified over them

The workers do, however have to skip this turn as I can't move them to the next hill.
T17 575BC
*Dumb barbs attack new axer and die without scratching him . . . $85 to save 3 units
T18 550BC
*** Stonehenge built in a far away land***
+ This barb has got us in a bad situation. Novgorod is empty but I have scout & Axe 1 move away - barbs are 2 moves. They will probably take out our copper mine before I can get to them. Archer is on his way as well in 2. I had to pull the workers out of the way and move them to safety towards Rostov . . .
T19 525BC
- Moscow barracks -> chariot (2)
- St Pete chariot -> lighthouse (7)
* barb lands on copper . . .axe & scout land in Novgorod . . .chariot & archer on the way . . .
* 'nother barb incoming . . .
T20 500BC
* rather than pillaging copper, barbs attack city & die quickly . . .didn't expect that, but great

*** Yaroslavl' founded west of Moscow to claim sheep. 1 more city west will claim stone, Iron2 & furs . . .we badly need a lux or we can't grow. St Pete & Novgorod are both stalled at 5
We got a problem though . . . Yaroslavl' is currently being guarded by a scout and there's a barb incoming in 3. Moscow's chariot builds next turn and can get there in 3, but I think the barb would get to attack the city (presuming they do), 1/2 a turn before the chariot gets there. Now, the scout has 2 moves left and could get to the hill with a 75% defense bonus combined with his 20% woodsman bonus. If my math is correct, that makes it just about a coinflip, but would leave the city totally open should he lose. Sorry . . . the scout JUST came from there and it was all clear
***Final notes to next leader
1) Sorry . . .it's a bit of a mess
2) Barb incoming to Novgorod . . .Axe, chariot, & archer there to take care of him
3) Worker stack S of Novgorod should mine hill SW of city to finish Pyramids fairly quickly
4) There're some really good city sites up north, one down south by sugar & horse and one west by stone/iron/fur
5) Novgorod & St Pete can go to settler production after their builds probably
Here's what I see for cities . . .dunno what to do with the E/NE without waste/overlap . . .