I've been putting together a variation of the standard midgame strategy. The principle: The most powerful beaker generation is great people post classical. you need to things two generate great people: a lot of accumulated food (enough population) and the ability to generate great people (usually a library). Usually this requires a decent amount of infrastructure investment: 90 hammers for a library, 60 hammers for a granary. With whipping, don't expect to your city to be ready for 20 to 30 turns, which is too late for a lot of high level/isolation builds. However, caste system allows you to skip libraries. And expansive granaries can be chopped almost one chop. Due to this, expansive civs can grow large much faster than a normal civ. It may not sound revolutionary. Certainly it's not the first time someone with an expansive civ used caste system. But the real work will be in details, adjustments, refinements. But from the numbers it should be surprisingly effective. Calculations: Pig city Spoiler : On 4th turn, pasture improved, chop the granary (9 food). It will take 13+12+14=39 food to grow to size 4 from there. So with no other food surplus and 2 food tiles, that will take 7 turns. So 11 turns to set up a 3 scientist GP farm 5 food city Spoiler : 4 to 5 turns to improve About 35 to 40 ~ 7 to 8 turns to grow to size 4. So 11 to 13 turns to grow to size 4, 3 scientist great person farm. 1 six food, 1 five food, target size 8 Spoiler : On 4th turn, pasture improved, chop the granary (9 food). 2 to 3 turns to size 2. 12 + 13 + 14 + 15 + 16 + 17= 14 x 5 = 87 food from size 2 to 8, with a surplus of 9 food. So about 10 turns. Around 16 to 17 turns to set up a 6 scientist GP farm. 2 five food, target size 7 Spoiler : 4 to 5 turns to improve 3 turns to size 2. 12+13+14+15+16=70 food to grow from size 2 to 7. Surplus of 8 food. So about 9 turns to grow. So about 16 turns to set up a 5 scientist GP farm. So: get lots of city, get caste system, and generate an absurd number of great people. Some refinements: Get your cities at their target size before you hit code of laws. Golden age with your first great person. If you time your great person for when you get code of laws, you can golden age for a caste system switch, and your cities can start immediately generating great people with a 100% bonus. This way you "waste" minimal turns generating your second great person. Two workers when you set up a new city. First improves the food resource, like normal, the second chops a forest. With mathematics (or 10 extra hammer), you should have your granary finished halfway through size 1. Then send your chopping worker to your next city. The stall trick growth trick, see my granary thread. You can possibly skip slavery since you're chopping/not whipping most of your stuff. Or you could use cities already set up. Testing: I recommend a non-spiritual, non philosophical expansive civ. Mao is a good one to avoid too much influence from secondary traits.