Let's wrap things up with some pictures from the final turn. sunrise sent me the ending savefile and admin password, so here's a last look at how each team was faring.
KOREA
I took pictures of each team's original core with the interface on, so that we could see their research at break-even rate for comparison purposes. Korea was right around 400 beakers/turn, having recently expanded out quite a bit into unclaimed islands and former Roman/Zulu territory in the east.
Overhead view of the Korea Empire. There's just one or two more cities cut out to the far east and south. I believe Korea had 23 cities at the end, spaced across the main landmass and 6-7 islands.
Korea's Demographics. Korea was pretty clearly the #3 empire at the time the game closed, climbing rapidly towards the #2 position due to Holy Rome's warfare problems.
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HOLY ROME[/SIZE]
Holy Rome's original core of cities. Happiness was a major problem due to Dantski's Statue of Zeus-induced war weariness. Holy Rome was running 30% culture slider to combat unhappiness, which crippled research. Break-even rate was less than 200 beakers/turn... obviously not helped by having so many cities coastal blockaded.
Holy Rome still had a large amount of territory remaining. Amazingly, Holy Rome's 19 cities were actually fewer than those possessed by Korea at game's end. Believe me, I never would have believed that either!
Poor Roland and its unhappiness problems...
Theatre and colosseum really would have helped, considering all the culture slider being run here.
Holy Rome's demographics. This is a good example of how GNP can be a deceptive figure if interpreted as = research, as Holy Rome ranks well in GNP but pooly in actual beaker count. (The figure is not lying either, it's just counting commerce being applied for culture via the slider.) Holy Rome's military remained formidable, however the Food/Production numbers were definitely slipping. Fighting an opponent with triple the Production capacity was more or less an impossible task.