What kind of logic is that? The early academy has got an influence on all techs you research before and after the 800 bulb which means that you get all those techs a bit faster, especially the earlier ones ("the value of each turn is greater than the last, you know"
)
Yes, it adds 5 per turn. And while it is slowly adding up to 800, you will become 'less behind' on science, but still have many turns of lost opportunities.
We're speaking about the early game here. First (+ maybe 2nd) scientist for an acadamy, the rest for bulbing.
So when do we get the first academy?
On emperor, standart settings:
Tech: Pottery, Writing, Mining, Calender etc.
Turn 7: Scout
Turn 21: Worker
Turn 35: Library -> 2 scientists while building a settler at pop 4 (with liberty tree, settler is ready in decent 15 turns)
Turn 52: Academy + 2nd city
While that looks awesome for a 'pure tech' standpoint, is that a truly viable build? You still only have one warrior and one city until like turn 50 ish, and have picked up the fairly lack luster liberty settler bonus. Either way, I'd save that first scientist a few turns to bulb civil service or something even then.
Science output: 3
(palace) + 4
(population) + 2
(library) + 5
(academy) = 14 science (theoretically + 6 from 2 specialists but growth and production are more important, imo, depends on the situation).
This is a ~50% increase in science which is huge at this stage in the game
In this scenario, the academy is great. Period
Well, it is only +50% if you didn't build that settler earlier, or don't use the specialists. ALso, % doesn't matter so much as raw. The bonus from the library (going from 7 to 15 with two specialists) more than doubles your science output. What if you bulbed civil service, which lets your capital still grow while using those two specialists? The additional food lets you run +6 science from specialists, which not only provides more than the academy but also generates more Great Scientists. Doesn't that sound like a pretty cool thing to do?
Quick rundown on that:
Your size 4 Capital, maybe working: 2 food 5 science square, 2 food 3 trade river, 3 food river, 2 food 1 production 1 trade plains. Growing at +3 per turn.
My size 4 capital, maybe working: 4 food 1 Gold, 4 Food 1 gold, +6 science. Growing at +2 per turn. I have one less production and 1 less food growth, but already have civil service, and more science, and am gaining Great People faster. (I won't even talk about the additional food the second city is getting).
Also, don't get too caught up in '50% more'. The raw is 5, no matter how you cut it. This isn't a Civ 4 academy that produces 50% more. That scaled 100% as time went on, making it substantially a better long AND short term investment. This is +5, which looks (and is rather) big early on, but peters out pretty quick, and still has to catch up to one time boost we already have.
1. Bulbing education is quite useless because universities cost too many hammers for your low pop cities.
2. GA on two cities isn't useful. Better use the 2nd great person if you need it.
3. Bulbing military techs is always a possibility but that really depends on the map. If you have enough space to expand, I prefer expansion and infrastructure over a boring horse rush or whatever
Bulbing Education can be Key however. A third scientist, and an additional +50% science in your 'science' city is very valuable. I'm not sure how you can love +5 science from an academy that took 17 turns of GPP, but not +50% of a much larger base, for a university that takes, at worst, 30 turns of production?