First, theme. There's a small part of me tempted to rerun the Bluey Episode naming scheme from PB74, as I think it's a real shame that such a great naming scheme got lost to a game I was so disinterested in playing, let alone reporting. So I'm definitely considering that.
However, I also really want to name cities after players on Michigan's college football championship team, as this team and season was maybe my favorite sports thing ever. It's a tough call.
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Anyway just some mild brain-storming here to start. Let's start with important considerations.
* Every city starts with a Granary, and if coastal a Lighthouse. This devalues Expansive massively and Organized a fair amount. You do get some of the hammers back in the settler costs which is a very weird quirk, but that doesn't offset the devaluation that much. For Expansive this is a death knell. Organized has a lot else going for it though, so maybe it warrants some borderline consideration.
* Settlers are around 50% more expensive. This makes producing them quite difficult. This makes Imperialistic really strong, and it's already pretty solid in CtH.
* Guilds is very close by, which of course means Knights. You may be familiar with a(n in)famous UU.
* Given that we're jump-started into the future, that nerfs cottages and boosts workshops. This also boosts the value of bulbs, and by extension PHI.
* Wonders available on T0: Great Library, Hanging Gardens, Colossus, Chichen Itza, MoM, and Schwe Paya. Everything else from earlier eras is not buildable.
* The tech tree looks like this:
* There are 3 Labor civics available on T0. Obviously anyone can revolt on T0, but the fact that all 3 are up right here boosts Spiritual quite a bit.
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Some super casual Civ spitballing
* Yes Byzantines are just straight-up the best civ here. I think they probably should be banned, and failing that, rushed.
* My first post about the Vikings was kind of a joke, but also they would be very good if there's serious water visible. I don't expect to play them yet again, but uh, I think my forum status as The Viking Guy requires me to mention them.
* Mongols are fairly interesting. First off, if someone is close by, they are a legitimate rush option. However, in what I'd anticipate to be a Knight-focused game, the Ger is a nice way to get some extra XP. Barracks + Ger + Theo + Vassalage == 11xp. If you want triple promo Knights everywhere, your options are basically Mongols or Charismatic, and I think the opportunity cost of Mongolia is lower.
* America is really strong here thanks to a top-tier UB in a setup where great people I think are stronger.
* I suspect CtH Germany is really good.
* HRE is a very low-key interesting pick with a versatile UU you'd unlock early that you'd want to build anyway for Knight/Phract considerations, plus a UB that is buildable T0. Neither of these really blow me away individually, but together they're useful things you don't have to wait for.
* Dutch are worth considering I think
Finally, rapid-fire trait implications.
Aggressive: is a very bad trait
Expansive: probably also very bad
Protective: probably also very bad
Creative: probably also very bad
Charismatic: probably kinda bad, though Age of Knights does help a little
Financial: I don't think cottage spam is the right way to play Medieval? Free Lighthouses and CtH Bank bonus help make it viable though.
Organized: Lighthouse bonus less useful, but also Medieval means skipping the turns where the trait is weakest and possibly making Factories relevant later.
Industrious: Now we're getting to the good stuff
Philosophical: Bulbs are very powerful here and will largely determine many of the big first-to bonuses, not to mention faster Bureaucracy is possible.
Spiritual: Medieval is when Spiritual comes online - it's very strong.
Imperialistic: Will get you to 7 cities before some non-Imp get to 5. It's good, though not necessarily a must-pick.