Completely agree on mercantilism. I tried it in a game and didn't really like it at all. The extra specialist in the 2 cities with real gpp production was nice, but for the rest of the cities, 1 specialist couldn't replace the multiple +8 trade routes that got replaced by domestic routes.
I may have underestimated the overall importance of trade. Since trade routes add to commerce (and therefore science and later culture), grabbing currency early seems like a nice way to boost your economy.
At the moment, I see the following post-ancient techs as all pretty nice. I'm not sure the best ordering to get them -
1) Monarchy (manage unhappiness through military units)
2) Drama (manage unhappiness through theaters)
3) Currency (extra trade route, so +2 or more commerce in each city)
4) Calendar (+2 or +3 happiness in typical games)
5) Mathematics (health management + pre-req for other good stuff)
I'm finding myself going for early drama less and less (particularly with Catherine, since I need the culture boost less at this point) and doing math/calendar/currency and then picking up philosophy or drama.
I may have underestimated the overall importance of trade. Since trade routes add to commerce (and therefore science and later culture), grabbing currency early seems like a nice way to boost your economy.
At the moment, I see the following post-ancient techs as all pretty nice. I'm not sure the best ordering to get them -
1) Monarchy (manage unhappiness through military units)
2) Drama (manage unhappiness through theaters)
3) Currency (extra trade route, so +2 or more commerce in each city)
4) Calendar (+2 or +3 happiness in typical games)
5) Mathematics (health management + pre-req for other good stuff)
I'm finding myself going for early drama less and less (particularly with Catherine, since I need the culture boost less at this point) and doing math/calendar/currency and then picking up philosophy or drama.