Fourth checkpoint - our first satellite city has been settled, and we're getting ready to gear onto the next.
Note: because of lost data, the T60 checkpoint is going to be skipped in this demonstration. So this update is a blur of T45 ideas, and T60 ideas. Sorry - I know what went wrong now, and I'll take steps to prevent it in the future.
Overview: I trained a settler and a worker in Washington to get that next city started, then followed that with an Axeman in the city - one of the problems to solve in the capital is "what do I build when I need to grow?". Library and Granary, once they are ready, but you can rarely go wrong with units.
The capital will usually serve as a strong worker/settler pump right up through the discovery of writing, and then there's a small tactical fork. The capital is usually generating all of your research in the early going - so the 25% boost from the library is a big deal; you'll want to get it on-line quickly.
What's quickly? If you think a great city location is at risk, wait. If you think the last good location is at risk, wait. But if you've got the great locations, or there are enough good locations to share, then get it in.
Once the Library is on line, there is a light fork in the development of the capital. In one branch, it continues to act as a worker/settler pump, until the satellite cities are online. Alternatively, production priority drops, and we start looking to the city for research and commerce - still contributing units, but taking some citizens off the hills to hire specialists or invest in cottages.
(In more cramped space, we'd also consider putting it on war footing - the available land tells us that War with Mansa is a ways off yet. "A neighbor's fair share of good land" comes later.)
First worker went with the settler to New York. Because there's no culture readily available there, my worker sequence was (a) chop the monument (b) farm the corn (c) pasture the horses (d) road the horses. Until the city gets up to size, chariots are the build of the day.
It's in this time period I'm beginning to think about replacing my warrior sentries with something stronger - you can see the first axeman moving into position. Warriors will normally garrison the nearest city location once it's settled.
Note the blue squares - each unit is preventing barbarian units from spawning in its square. I'm sliding those tiles around to keep the distractions to a minimum. Eventually, cultural borders will clear out those areas, but it's a good idea to know where the barbs can come from.
The map - there are still a lot of city sites to fill in. Large cities focus on workers and settlers, smaller cities contribute units. At this point in the game, you are trying to minimize infrastructure builds. At most: monuments in new cities, and a single library in the capital, until the contested area of the map is settled.
After Writing, there's usually a research fork - a number of different ways that you can advance into the early game. Best is to review your circumstances, and choose the classical age technology that is going to best improve your situation.
It will usually be one of these
(a) Code of Laws - large open areas of land to be settled, and we have to worry about how to pay for it all
(b) Construction - when we've run out of "our fair share of land" too quickly.
(c) Calendar - when we are surrounded by plantation resources (this one often couples with Iron Working)
(d) Monarchy - when we need a happiness boost from Hereditary Rule.
For this map, the target I recommend is Code of Laws. Big land, seemingly limitless open space to the west, that beautiful target city that's forever and a day from the capital. Maintenance costs are going to suck.
Next checkpoint: a belated
T75