Next turn I reposition all my wounded into Frequency. The knights from the Camel Archer slaughter will be able to reach 2SE of Frequency next turn as well. Therefore I can place my Super Medic 1SE of Frequency and heal everything back to full health in 2 turns
In this time I'll be able to squeeze out at least 5 more catapults and a couple HA. Then we evaluate our chances for razing Tin based on how aggressively Commodore whips defenders.
In general, the plans now is to pressure Commodore aggressively with my core production. This will serve a twofold purpose:
1) Tie down Commodore's forces in defensive positions (and defensive unit mix) to reduce the opportunity to pressure my expansion
2) Stunt Commodore's commerce advantage by forcing whips, and pillaging towns around Tin.
Commodore is in a tough spot. He doesn't have the catapult force any more to wipe a stack in the field, but if he whips catapults they don't get defensive bonuses ... and he also doesn't have enough hitters to back up a catapult stack. If he whips Longbows for the defensive bonuses they will be unable to challenge my forces in the field. But if he whips Camel Archers they won't be effective without catapults to soften my Phalanxes (and C3/Formation knights), and they won't get defensive bonuses. I think he's going to have to whip Grieg and Tin back-to-back for Longbows, whip the next line of cities for Catapults, and whip the furthest cities for Camel Archers. In this way he can field a mixed stack which can stand up to mine. But this will destroy his economy and give me time to solidify my expansion.
Here's something you don't see every day: Shock Catapults
Barb axes are the one weakness of Phalanxes.
I have now stacked 5-7 whip anger in most of my cities ... and this is after 60 turns of continuous war, meaning that most of my cities have been whipped a dozen times. This is also the reason why my expansion is so hugely powerful: Each new city is a new whip queue with a reset whip counter. My expansion is now nearly self-sustaining. My first settlement will be whipping the settler for BLUE in 2 turns. I still have 10 Phalanx, 2 Pikes, 2 sentry HA, and 3 catapults on defense here. I'm not taking any chances on Commodore getting a cheap raze. The existing military will converge on BLUE and I'll have emergency hammers invested at all three existing cities to whip additional military. Given the distance and my sentry HA patrolling the neutral zone I'm confident that I can maintain security in combination with my core stack tying down defenders.