BING just took a hit on the battlefield, losing a half dozen axes and a couple skirmishers in exchange for what looks like a cat + chariot and a vulture or two ... I included the main BING stack that was there last turn and there were also a couple skirmishers on another tile:
It remains to be seen whether MJMD will push in and try to capture/raze with his highlighted stack, or whether he holds back to counter Ginger's stack when their peace treaty expires in 5 or so turns:
For my part I finish Feudalism in 2, with Guilds following about 6-7 turns later ... a turn or two behind schedule because I forgot that a 20 gpt loan payment from Ginger will be ending in 2 turns. Oh well, this actually won't affect my war timeline. I'm still moving in with maces/cats in 5 turns. My C1/CR1 maces will get >70% odds vs. full fortify C1 axes that Fabled has on defense. Fabled has Construction now so I don't want to give him any more time than necessary to build up a defensive force. I can take out the border cities with Maces/Cats that I'm whipping over the next couple turns, and then the first whipped knights will arrive just in time to push forward to the capital and second line of cities.
Let's have a quick look at the graphs now to get an idea of the long-term competition, so we can start planning our tech path after Guilds:
GNP first:
Superdeath's GA spike was much higher than mine, and my post-GA is artificially high since I have been running 100% research since then thanks to the Great Merchant. Superdeath still has a large deficit to make up from the early maintenance drag from Pindicator's far-flung capital but once trade mission funds run out Superdeath will be gaining on me.
BING looks good on the GNP graph, however his prospects took a hit recently with an ill-advised DoW vs. MJMD. As best I can tell it looks like Ginger enticed BING to joing the war, and then left him holding the bag
MJMD was on a good upward trajectory with ORG/Ziggurats/Colossus but ran afoul of border tensions with Ginger.
Similar story with Ginger landing the Pyramids and then getting embroiled in the border conflict. Ginger did get some mileage out of Police State but at the same time lost precious population and turns of Representation specialists. Furthermore even though Ginger has landed MoM he has not yet launched a GA.
In fact that conflict was very advantageous for me in dragging back all three of the most economic-oriented rivals by approximately 10 turns. They are also paying unit maintenance on a large standing army that will soon be outdated.
Superdeath is the clear production leader for 20 turns after his GA, and the rest of us have been closely bunched in a tight pack all game. It occurred to me that Superdeath could be funding his research via Wealth builds. That would explain his strength on the GNP graphs. I spend maybe 50 production on wealth towards the end of the GA but other than that put my production into infrastructure and unit pre-builds.
Fabled has lagged production mostly I think due to happiness constraints forcing low pop, in part due to whipping that I induced with my previous attack. But he has fixed his happiness issues recently through resource trades as well as Hammam whipped everywhere. It looks like he also has forges in all cities.
MJMD got hit with Early Leader Syndrome
![alright alright](https://www.realmsbeyond.net/forums/images/smilies/alright.gif)
he was out to an early food lead with the most cities, leveraging his farms gambit into Oracle + Colossus + Hanging Gardens ... but got called from an unlikely direction by a neighbor-by-sea. Mr. Cairo is the true hero of the game, and don't let anyone convince you otherwise. Then Ginger, rather than playing it cool with REP specialists, decided to whip his empire hard for an army of Praets that is now standing around polishing rust off their equipment. Check out the power graph:
Rome spiked massively with the praets, but Sumeria matched unit-for-unit with Vulture and cats. My recent building consists of 2 maces and 3 cats plus power from Machinery, Iron Working, Archery, and HBR all researched back-to-back 1 turn apart. Also there are a couple barracks and forges in there as well. But the real spike will be starting this turn and next. I have a few hammers into multiple units that will be whipped back-to-back and overflow into more units. I'll be completing 3-4 units per turn for the next 5 turns, then pause for a turn or two while pre-building HA to whip into Knights
And finally the demographics screen and the Top 5 screen so you can keep up with where the wonders have been built to date: