Right, here we go! 6 and a bit (last turn) turns of golden age.
Civics swapped to Caste and Bureau, not sure what we needed to convert population into hammers for.
Many cities started on wealth. Europa started Shwedagon Paya, due in 4. We'll get a bit of failgold for that too, from Luna. Io hired 9 merchants, only 8 of which could be displayed in the interface, and various other cities hired a few merchants or scientists depending on their multipliers.
Empire-wide, we have the equivalent of a library in every city - we make 25% more in beakers than in gold. Since that will probably go down a bit as non-libraried population will grow faster, we pretty much prefer to run scientists anywhere there's a library. Well, Io has a library AND a monastery! But we still run merchants there anyway because the GP we get in under 10 turns would do a lot more good as a trade mission, than as some guy who can bulb like a third of Physics.
Commerce is proceeding apace, and I expect to be able to swap to Communism as soon as the swap timer runs out in 5 turns.
Sian's going to lose at least another city (and surely more), but he's putting up some decent resistance. We may want to consider jumping in against him at some point and nabbing a city like Code Geass with some maces. They do OK vs Pikes, right?
Meanwhile, I'm not sure how Luddicator isn't completely fucked. Mackoti could just go roflstomp him at any moment. He has longbows and that's it, and longbows won't do anything vs dozens of knights.
In case this happens, we need to be ready to make our move. So here's the deal:
The goal would have to be razing Pharsalos. Step one is make sure the coast is clear, and there isn't a giant stack of knights waiting in the fog to screw us. The yellow-shaded area marks the edge of the land we have to scout - anything past that is out of range. We can scout this with just a couple of units - one sentry chariot on a galleon will reveal the tile with the "27 knights" sign, and can then land on the jungle and reveal all the other western tiles. Any old crappy unit can move onto the grass hill SW of the dye, thus revealing the remaining tiles.
Step two is invasion - we road NE of the pigs and move our forces in onto the pigs. We can bring a great number of maces, catapults, and a few pikes. The pikes are important because they reduce the flanking capabilities of nearby knights by half, by killing almost half the knights who try to attack the stack. If there are too many knights nearby, the attack can't work.
Step three happens a turn later - we bombard down the defenses, send in cats and then maces, and raze the city. We road the pig tile, and move some suicide units in to pillage roads. Note, the purple lines on the diagram show how where the borders will recede to.
Step four might happen that turn or might have to wait a bit - we found a city on the X, run an artist, and chop walls.
This plan is pretty much only feasibly if Mackoti commits the majority of his army in the south against Luddicator, and he probably won't. But we should be prepared for it.