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Trip
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Hunt Valley
Apr 2002 time: 00:33
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Well, we start Education next turn. 
That means we need to start figguring out what we're going to research after that.
We will probably research Education in 8-10 turns.
After that, I suggest we do Astronomy.
That allows us to build Caravels, which, in turn, allows us to pose a direct threat to the other continent. With Caravels we can use ship-chaining to get units to the other side with 0 risk of them sinking. With 5 Caravels on each side, that's 15 units transferred every few turns... a huge impact. As CGN's (or even GWT's) future existence is very important to our chances of winning this game, I feel we must take measures to ensure we can take an active role in the war if we have to.
After Astronomy, we should do Banking, and then Economics.
What this allows us to do is Markets, Libraries and Aquaducts/Universities (both where necessary) completed in cities in time for Banks to be able to be built. After Banking, we do Economics which allows us to build Adam Smith in Tripoli (which should have 5-10 turns left on the build when we're able to do Economics).
Each tech should take us roughly 10 turns, which means it would take a total of 40 turns to do all 4 techs. This allows for stockpiling of gold as well (at 10 turn-research with CFC's help, we actually make a surplus). That gold will be very helpful in the future for rush-builds, (mass) upgrades and fast research.
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