This is huge. I vaguely see a purpose in it - 2metra was soon to border Zanth. Similar reasoning as Nakor's strike on the Babylonians, actually. Strike your future foe while you've got a tactical opportunity, before he gains the ability to focus on you. Although - the piece I'm not sure about is whether Zanth would have actually gone for 2metra. Conquering 2 civs is enough for most people
. Still, if you assume war, it's good timing.
2metra has a lot more Power to play with than Nakor does/did. I think it's mainly Knights - IIRC his rise started right after he researched Guilds. But his Power is so high, he's got to have a ton of numbers, and numbers matter a lot in civ. I expect he can, at the very least, force an extra round of drafting from Zanth. Three civs on one might even make inroads on Zanth. And it's also possible he creates a complete dogpile. This is probably BaII's best chance to get back in the game - he might be able to grab Zanth's core, which is pretty darn nice. Zanth's last neighbor, the Ottomans, was already toying with the idea of fighting him
I probably should join in. Zanth isn't far from Infantry, which would probably stymie even a 3:1 dogpile, at least when his attackers are still Knight/cat level. I could tip the scales with a judicious coastal spree. That means I need to sit down and make an actual plan, though
. Up til now I've been happy to drift along playing each turn as it comes.
The other bit I might benefit from doing, is to keep enough threat on Furungy to keep him from hitting 2metra while he's distracted. They're probably about to be neighbors, after all, presuming TBS can't pull off yet another miracle save.

2metra has a lot more Power to play with than Nakor does/did. I think it's mainly Knights - IIRC his rise started right after he researched Guilds. But his Power is so high, he's got to have a ton of numbers, and numbers matter a lot in civ. I expect he can, at the very least, force an extra round of drafting from Zanth. Three civs on one might even make inroads on Zanth. And it's also possible he creates a complete dogpile. This is probably BaII's best chance to get back in the game - he might be able to grab Zanth's core, which is pretty darn nice. Zanth's last neighbor, the Ottomans, was already toying with the idea of fighting him

I probably should join in. Zanth isn't far from Infantry, which would probably stymie even a 3:1 dogpile, at least when his attackers are still Knight/cat level. I could tip the scales with a judicious coastal spree. That means I need to sit down and make an actual plan, though

The other bit I might benefit from doing, is to keep enough threat on Furungy to keep him from hitting 2metra while he's distracted. They're probably about to be neighbors, after all, presuming TBS can't pull off yet another miracle save.
EitB 25 - Perpentach
Occasional mapmaker
Occasional mapmaker