T100 Big Empire Update:
The Cities:
Random Killing: 2t away from size 10 at which point Rough Cuts takes the lake and RK stagnates at size 10 until Biology. 24 hpt, 2 cottages, wines, and a 3 commerce oasis. Not a wonderful B-cracy capital but it will make a fine Heroic Epic city. With a forge and HE 54 hammers a turn into units is very nice. Just need to find the beakers to get Polytheism, Aesthetics, and Literature.
Filthy Radicals: The awful 2nd city is turning into a very nice all round city. I'm building one final cottage timed to complete the turn after Maths is in. I need to take a few minutes and actually do some worker micro to ensure I have at least 2, preferably 3 on hand to build the canal fort ASAP once Maths is in. I'm looking at eot 105 for Maths, so I think I can have 2 available on t106 and the other on 107 after finishing the cottage/chop on t106.
Dayglo Abortions: Ugly little port city with a bit of commerce and a few hammers. This is where I should start running a couple of scientists to get going on some GPP, but I want to grow it up to 8 then triple whip a settler for the northlands.
Gag Order: I'll probably wind up keeping the hamlet on the copper. I need the commerce and I'm tight for worker labour right now. I've got one worker chopping the jungle on the hill right now. He's got enough time to finish that chop, road the hill, chop the jungle on the Dyes, and road the Dyes before Calendar. I suspect he will have the time to mine the hill as well but I'm aiming for Calendar ASAP, it unlocks a bunch of commerce and +4 happy from present resources.
Murder Squad: My border city with Commodore. On grassland unfortunately, but so long as I maintain cultural dominance in the area it will be difficult to attack out of the fog. Culture was helped at the end of t101 when Islam spread here. I'm very tempted to whip out a monastary here.
RecklesUpstarts: My other Eastern city and border city with Pindicator. Highly defensible little junk city that will push out enough commerce to pay for it's self and a decent pile of hammers to turn into peacekeeping units.
Rough Cuts: Filler to work some cottages and commerce.
Currently working 14 cottages/hamlets/villages. Still need more, commerce is as tight as food in my corner of the map.