Well what do you know...I was right
...
Scooter and Pin had to build a huge army to try and hold Commodore off, found us and migrated over (I am pretty sure they took everything since the smart gameplay would have been to salvage as many forces as possible). Commodore noticed and took their last homeland city (although he could have been healing troops before the final push...just enough time for Scooter/Pin to make a getaway). Fluke RNG results...
Had to attack (better odds than defending) so used the chariot (~44% odds) to attack the top chariot defender...not a scratch. Attacked with our ax vs their axe (50% odds) and we won without taking damage.
Yeah, SM is toast.
Space landed off an axe north of CC (horses) so I knew he had galleys in the area which is unfortunate since I moved to hide in the fog so we can get a free shot on the two galleys Scooter has near CC (hoping they think we retreated). I gave him our map as a show of good faith (i.e. hiding in the fog, not being aggressive bro) because otherwise he could just declare war and kill off our last trireme. He might do so anyway.
Also makes his decline of open borders logical (try to block off land with cultural boundaries).
I deleted our last two workers on the mainland since we obviously don't want to improve tiles for Scooter. Our chariot will pillage the road on the iron next turn though and if still alive keep pillaging until dealt with. Maybe should have pillaged the cottages earlier but we really didn't have enough units to do so and anyway not really worth it imo. Very worth it however to make hooking up metal take longer since now Scooter/Pin only have the iron tile available to them (and only captured one worker).
Went ahead and ended turn.
Edit: OMG...just noticed we killed his CR1 axe with a promotion available.
Sidenote: it takes me awhile to proofread my posts...probably wouldn't have noticed otherwise.