Cyneheard brought up a good point about turn advantage and the risk of other teams playing after us, thereby having a lesser chance of taking the free Great Artist at Music. If we were playing fourth in the turn order, then we might have made a different decision on starting tech ourselves. (Or maybe not; Speaker is a huge fan of Music first on Medieval starts.) Hard to say. Thanks for bringing up the point though - on to Turn 96.
Not too much going on for my civ this turn, so I'm posting a picture of Speaker's territory instead. Like me, Speaker started by having both cities build a worker, although he sped along the worker in his capital by chopping a forest at the start. After that, Prenerf Shen has been growing like a weed, already up to size 7! We'll look more at that in a minute.
Junglewick is a very strong location for a city (on a plains hill, copper, irrigated corn, 7 river grassland tiles) but it lacked initially for food, because the corn was in the second ring. So Speaker had the city working the copper mine while it produced two straight workers; this was the move that made the most sense given the local geography. As soon as we discovered Music, Speaker could have Junglewick "build Culture" for an instant border pop. Now the city will have the farm on the corn complete right around the time that it's done building workers and ready to start growing. I thought that this was pretty well managed overall; there are alternate ways to play this, but it made a lot of sense to have the capital grow vertically while the second city (waiting on a border pop) spammed extra workers.
Prenerf Shen has of course outgrown its supply of improved tiles. While that's not ideal, the fact remains that this city will have the horses connected next turn, and working more tiles is almost universally better in this game. There's already one grassland riverside cottage being worked, and more on the way. I'm not sure exactly what size Speaker plans to hit before swapping over to settler production, but with Imperialistic trait, a large capital that can work a whole bunch of mines is very strong indeed.
After ending my turn for T96, Tibbers grew to size 3. When I hit "End Turn" after the following turn, Tibbers will be size 4, and my capital will be size 5. I guess I can talk more about this later, but I'm extremely happy with how things are looking for my civ so far, and I'll actually be working 4 floodplains cottages (3 at capital, 1 at Tibbers) after next turn.
I think we've done a good job of growing our population so far. Speaker and I are growing our civs more vertically before building settlers, while sunrise is going to build his first settler a bit earlier (because he has fewer improved tiles and the possibility of early pressure from Rome). Here's where every team stand in terms of total population so far, at the start of T96:
Team 1
Speaker: 7 pop
Sullla: 6 pop
sunrise: 6 pop
Team 2
Lewwyn: 5 pop
antisocialmunky: 4 pop
Luddite: 4 pop
Team 3
oledavy: 5 pop
WarriorKnight: 5 pop
scooter: 4 pop
Team 4
JKaen: 6 pop
TMIT: 6 pop
Kuro: 5 pop
That's counting before we ended this current turn of course, so that the comparison is fair. More pop doesn't necessarily mean that a team is doing better though - there are factors to consider like whipping, building more workers/settlers, and so on. I honestly don't know what the other teams are doing in terms of their city mangement. Still, generally speaking its better to have more population than to have less of it, so I am cautiously taking this as a good initial sign. With settlers as expensive as they are on Medieval, trying to build one at say, 3 pop, feels counterproductive compared to growing to size 6-8 very rapidly and building a settler then. We shall see.
Minor notes: even though Team 3 lightbulbed Civil Service, only their Gandhi player (scooter/dazedroyalty) actually swapped to Bureaucracy civic so far. Perhaps just forgotten by the other players? Obviously Civil Service tech is not particularly valuable if you don't revolt to Bur civic! Also, Team 2 and Team 4 have yet to meet one another. Everyone else has met, although two of them only just made contact this turn.
Not too much going on for my civ this turn, so I'm posting a picture of Speaker's territory instead. Like me, Speaker started by having both cities build a worker, although he sped along the worker in his capital by chopping a forest at the start. After that, Prenerf Shen has been growing like a weed, already up to size 7! We'll look more at that in a minute.
Junglewick is a very strong location for a city (on a plains hill, copper, irrigated corn, 7 river grassland tiles) but it lacked initially for food, because the corn was in the second ring. So Speaker had the city working the copper mine while it produced two straight workers; this was the move that made the most sense given the local geography. As soon as we discovered Music, Speaker could have Junglewick "build Culture" for an instant border pop. Now the city will have the farm on the corn complete right around the time that it's done building workers and ready to start growing. I thought that this was pretty well managed overall; there are alternate ways to play this, but it made a lot of sense to have the capital grow vertically while the second city (waiting on a border pop) spammed extra workers.
Prenerf Shen has of course outgrown its supply of improved tiles. While that's not ideal, the fact remains that this city will have the horses connected next turn, and working more tiles is almost universally better in this game. There's already one grassland riverside cottage being worked, and more on the way. I'm not sure exactly what size Speaker plans to hit before swapping over to settler production, but with Imperialistic trait, a large capital that can work a whole bunch of mines is very strong indeed.
After ending my turn for T96, Tibbers grew to size 3. When I hit "End Turn" after the following turn, Tibbers will be size 4, and my capital will be size 5. I guess I can talk more about this later, but I'm extremely happy with how things are looking for my civ so far, and I'll actually be working 4 floodplains cottages (3 at capital, 1 at Tibbers) after next turn.
I think we've done a good job of growing our population so far. Speaker and I are growing our civs more vertically before building settlers, while sunrise is going to build his first settler a bit earlier (because he has fewer improved tiles and the possibility of early pressure from Rome). Here's where every team stand in terms of total population so far, at the start of T96:
Team 1
Speaker: 7 pop
Sullla: 6 pop
sunrise: 6 pop
Team 2
Lewwyn: 5 pop
antisocialmunky: 4 pop
Luddite: 4 pop
Team 3
oledavy: 5 pop
WarriorKnight: 5 pop
scooter: 4 pop
Team 4
JKaen: 6 pop
TMIT: 6 pop
Kuro: 5 pop
That's counting before we ended this current turn of course, so that the comparison is fair. More pop doesn't necessarily mean that a team is doing better though - there are factors to consider like whipping, building more workers/settlers, and so on. I honestly don't know what the other teams are doing in terms of their city mangement. Still, generally speaking its better to have more population than to have less of it, so I am cautiously taking this as a good initial sign. With settlers as expensive as they are on Medieval, trying to build one at say, 3 pop, feels counterproductive compared to growing to size 6-8 very rapidly and building a settler then. We shall see.
Minor notes: even though Team 3 lightbulbed Civil Service, only their Gandhi player (scooter/dazedroyalty) actually swapped to Bureaucracy civic so far. Perhaps just forgotten by the other players? Obviously Civil Service tech is not particularly valuable if you don't revolt to Bur civic! Also, Team 2 and Team 4 have yet to meet one another. Everyone else has met, although two of them only just made contact this turn.