We have discussed this in post #579 but in a nutshell we're doing 'organic' turnsets where the turnset ends with a build or a researched tech. I still believe that 10 to 15 turns is reasonable. But each player's turnset should have a defined endpoint.nicem well played. How many turns are we planing/ turnset now?
A few thoughts:
Instead of axemen, we could build spies. They both are 52 hammers. Could we use them? They make good scouts, although a bit expensive but the other tasks they can do might be useful as we'd only need to build a few. The first one or two could hide in Nidaros then incite a riot or some other nasty deed.

Or maybe build triremes? work boats? What works best for the Colossus build?
One south of the eastern iron might be a good city. We could time the mining of the iron to coincide a few turns after gifting or trading copper so we can continue building military. We do need copper for the Colossus, though.

How many more cities do we want to build? Does it depend more on available good sites or is there an optimum number for our game specs?
Is there a great idea out there?


I hope I'm not muddying the water with my ramblings. I'm thinking about something we might do that would separate us from the pack. That is the beautiful thing about this game - there are lots of ways to the same result.