That's true. We need better notation!
I'm thinking of how to improve performance further. Patrol can draw 7 cards per play, but then only 3 of those are usable.
Actually, what about Patrol + Crossroads? Patrol draws 3 good cards and 4 green cards, Crossroads draws for all the green cards in our hand.
I was just to post about crossroads... but rather than use patrol, I was thinking that we should use crossroads + island in-between city quarters instead of hunting grounds. That should make a huge difference. At this point city quarter is actually mainly serving to give us a large bounded number of actions, and I think it is actually the only card that can do that for us. I thought about trying to incorporate golem but I think it goes unbounded with royal carriage.
Anyway, what we do now is:
CQ1, draw ~n royal carriages, crossroads, and an island.
Crossroads, call the royal carriages, draw O(2^n) islands and O(2^n) royal carriages.
CQ2, call the royal carriages, draw on the order of (2^n)*2^(2^n) royal carriages and a crossroads
Crossroads, call the royal carriages, draw on the order of 2^2^2^n islands and royal carriages, also a crossroads. That only took one action, and we still have 2^n actions left. So do it again and again, and draw 2 ↑↑ (2^n) cards total by my count.
CQ3, call 2 ↑↑ (2^n) royal carriages, ...
I'm not sure how many up-arrows this is anymore. It's at least 3.
EDIT: In case it isn't clear what's happening with the crossroads, each call of crossroads draws only more islands, except for the last one which draws royal carriages. Therefore it always gets just as many royal carriages as it does islands.