I was really annoyed with myself last turn, afraid I'd made a pretty big mistake:
Comm has a bunch of Knights in Neander that could hit my units by/in Chafee. I thought I had enough units to cut a pair of roads and block this, but the 4th unit was a chariot, not an impi with mobility and he couldn't help at all. I tried to bring in extra units to counter-attack if Comm went for it but I felt he had the advantage. That was compounded of course by losing 3 maces at 70% odds taking the city. They were going to get formation too.
Luckily Comm and Brick played pretty quickly though, so I couldn't beat myself up about it all day, and even better we're still at peace!
I ended the current turn safe enough:
Seems like he'll get out of revolt before I can do anything though. Creative will be a pain too.
The game feels pretty open at the minute.
-REM has come strongly back into things by revolting into Rep and chaining a second golden age. Looks to me like he's going for Astronomy next. I think one of REM's best qualities is that he's very decisive and I just can't see him sitting quietly on that island waiting for the rest of the game, he'll probably attack someone. Getting graphs back next turn.
-Mack's GA finished without getting Constitution. I thought that was pretty weird. Then civstats shows OH razing one of his cities this turn! I can't imagine it's an important one but he seems less scary than he was before. Of course, his new scariness is the fleet of berskers on galleons and I'm still waiting for that to crash into someone.
-OH isn't looking too amazing either. He's rocking the food stat, but that's partially obscured by his population, I have a slight lead in hammers and I think possibly 100gpt in commerce?
-Obviously Comm's invasion has greatly improved his own chances as well.
Unfortunately geopolitics (=neighbours) still makes me favour Mack and OH. Even if I do manage to wrestle this stuff from Commodore I really doubt it could be classified as 'easy land' anymore.
Next up: