I say, give us 4-5 more turns to see where this goes.
I hardly think I'm steamrollering. I've caught a grand total of two cities and am now forced to fight a war on all fronts. The others could hunker down and produce superior technology (especially with their greater access to mana) or capture one another's cities to build a consolidated power base. Things are still precarious.
I beg to differ. Zanz and Role can't beat him on their own, or even pressure him at all. It may take him a while, but eventually he can crush both of them (Zanz especially as he lacks a source of iron).
He will be able to grow as fast and produce as much as both of them combined with. The reason for this is not only did he take two cities, but he is also shortly going to have 3 iron + 3 river sections.
If he takes the effort to wipe out Zanz (which I know he can with iron troops eventually), then he will control half the map.
Now, if Kash and RangerCado were to focus on either building armies to fight NQT or "hunkering down and produce superior technology" (and thus being able to field very strong armies later), then there would be a real chance. But as it is, NQT is getting stronger rapidly, while his opponents aren't growing stronger fast enough to pose a real challenge (due to the war).
I am quite sure that unless something rapidly changes, NQT is almost certain to win, and in this case the something would be a end to the war between Kash and Ranger.
But as I said, if another person thinks that NQT won't win as is, then the game will continue until people concede.
E:
<playerturn player="Jboy2000000">
<tileorders>
<tileorder type="bCity" x="13" y="22">
<cityname>Sadface</cityname>
</tileorder>
<tileorder type="tClaim" x="14" y="22"/>
<tileorder type="tClaim" x="13" y="23"/>
</tileorders>
<cityorders>
<cityorder type="bBld" cityid="12">
<building code="smith"/>
</cityorder>
</cityorders>
<armyorgorders/>
<armyorders/>
</playerturn>