I've run yesterday a simulation to find out the production/corruption in our new cities (Panama, Forkmouth). I didn't pay attention to science, but at some point, after the discovery of writing, the following options were available:
- Map Making: 16 turns
- Literature: 14 turns
- Iron Working: 8 turns
- Mysticism: 8 turns
- The Wheel: 6 turns
Please note that in reality the numbers could be higher, because I was having 5 cities, at least 3 of them of size 3 or bigger as I wasn't building settlers.
It is interesting that Literature is actually cheaper than Mapmaking, while the Wheel is closing to the 4 turns minimum research time.
If I'll have the time I'll do this again today, building Panama first this time and paying more attention to science.
- Map Making: 16 turns
- Literature: 14 turns
- Iron Working: 8 turns
- Mysticism: 8 turns
- The Wheel: 6 turns
Please note that in reality the numbers could be higher, because I was having 5 cities, at least 3 of them of size 3 or bigger as I wasn't building settlers.
It is interesting that Literature is actually cheaper than Mapmaking, while the Wheel is closing to the 4 turns minimum research time.
If I'll have the time I'll do this again today, building Panama first this time and paying more attention to science.
And we get that Despotism cap removed, too.
Hate to use your own words against you, but this is exactly why we need to go for MM immediately. Once we have our galleys exploring and seeking other civs, we will be able to afford the luxury of considering "filling the gaps" in our tech tree by quickly grabbing those "cheap, but important" military techs. However, until we start building our first galley, we can't even think of trying to contact anyone else (barring any unexpected discoveries in the SE... and those could bring one contact - Voxes - at most).
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