Yep, good turn set for the most part, good call for masonry, I completely forgot that we could pile stones up to form superior defenses...

That could be useful vs barbs and an early declaration, but as soon as catapults are around I think that all they will do is delay the attack by a turn or two.
I am a bid saddened by the inefficient roading of the copper, as I mentioned earlier we could have roaded to the forest hill, and connected to the river, thus saving 2 worker turns of road to the pigs.
Re the axeman, if we had a Quecha at the point marked "spawnbust" just to its north he would not have shown up. So I think we can probably get away with only two axes and then send a unit up to eliminate further risks.
Well played turnset! Good to see that we'll have an academy in the cap in 20ish turns! Well, that's if we still have a capital that is! because:
That barb axe frikkin scares the hell out of me though

And then there's also bismarck to worry about!
Shaka is also in WHEOOHRN, so there is another paranoia to generate, though hopefully he will go after Hatty, his worst enemy. As for the barb warrior, there isn't much we can do about that,
We should get some axes asap, and collect some quecha's in ollysomething. Only 1/turn can be killed, and we should be able to hold until our axe arrives.
The question is: where?
- Ivory city can switch to an axe, invest 5 hammers and then 1pop whip it next turn
- The capital: if we invest 4 or less hammers in an axemen this turn, we can 2-pop whip it next turn (1 axe), and the overflow finishes another axemen the turn after that.
Actually, I think we should do both!
I don't think we are as desperate as that to need to whip away two pop from our cap. I'd prefer to get an axe from Machu and finish off the worker in Cuzco first as we are really really hurting for workers. I'd prefer an option where we finish the worker and then get another worker with a whip to get another axe and chop out the third.
If we want Sury to be our friend, we could consider gifting aestethics or alphabet to him.
Maybe we can bribe someone to declare on bismarck?
While I agree that we want a friendly Surry, I think there are some better options than just gifting away a tech, including same religion and favoured civic (OR). There is no point in trying to bribe someone to declare on Bismark until we know who he is planning on stabbing.
Now that we have masonry, any treathened city (min. size 4) could put 1 turn into walls, so we can emergency whip them the turn before it is attacked.
For techpath, I like fishing-sailing for foreign trade routes, after that probably currency (but bank up enough gold first)
I have some different ideas about the tech path, but I'll talk about them further down.
stilll looking for a fifth??
Certainly! Join up for some fun and embarrassment!
OK, here are my thoughts about the future few sets:
Espionage
We should change our eps spending to something useful. We wont' every trade with Hatty and she is a long way away. I think we should refocus on Pascal who is, I think, the furthest ahead techwise, so that we know what our potential trade partners are researching and adjust our chosen techs accordingly.
Scouting
I think with Bismark's settler by George, we should send him off to scout all the land we can.
Also, as I said earlier, I think we should put a Quecha 1N of the barb Axe to prevent further spawning.
Techs
I think that we should be able to get sailing from Surry (btw Mike I think "he" is a she? Not sure though) so I think maybe we should finish fishing this turn at 60% and then trade Alpha to her for Poly and Sailing. That will also give us some "fair trade" bonus with our lovely neighbor.
After that trade I think we should go for Mono (OR is the favoured civic of Hatty and Surry) so that we can trade for Hereditary rule for the happy cap boost and extra relations with Pascal.
I still strongly think we should go for the Great Library, which would mean going for Lit after Mono. With OR+Ind+Marble and a bunch of trees we should be able to get it and the extra +8scientist GPPs will help us get another scientist out quickly, maybe use it to bulb philo for more trade bait.
By that point we will have to consider which tech to go for next, but MC might be a good choice for for IND forges and trade value if no one other than Shaka has it.
Workers
I think we need at least 2 more. I'd like to finish the one in Cuzco and then, depending on what the Barb axe is doing, get another through a whip into axes.
We need the workers to improve our land but also to chop trees to speed up construction. One of our two workers should chop the forest 1NW of Cuzco (maximises the regrowth chance and helps speed up more workers+axes) while the other should farm the corn and then get another camp going. The chopper should finish off the farm on the FP. Then we need to get a road over to Olly as well as connect all its resources.
Units
I see Machu Picchu as a candidate for building an axe before the barracks, then whip the axe to finish the barracks off and go back to axes permanently.
Tiwan should build a Quecha for the spawnbust point and then swap to another worker (it should have a farm built by the river on the grass tile).
Barb city
I think we want to capture this, but need to wait to deal with the barb axe. Once we've done that hopefully we will have 2-3 axes and 3-4 Quechas that can be used. I propose using the Quechas a suicide shock troops to weaken the defenses (and maybe win there is a 20% chance after all) and then using the axes to mop up.